veheikko Posted November 7, 2003 Share Posted November 7, 2003 radiant show this allways when i try to compile my map: === running BSP command === "I:/Program Files/GtkRadiant-1.3/q3map2" -v -connect 127.0.0.1:39000 -game ja -fs_basepath "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -meta "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map" Connected. 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.9 GtkRadiant - v1.3.12 Oct 11 2003 22:04:56 Quakerade --- InitPaths --- VFS Init: I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/ --- BSP --- Creating meta surfaces from brush faces entering shaders/shaderlist.txt entering shaders/arioche.shader entering shaders/bespin.shader Script file shaders/bonus.shader was not found entering shaders/bounty.shader entering shaders/byss.shader entering shaders/cinematics.shader entering shaders/common.shader entering shaders/danger.shader entering shaders/decals.shader entering shaders/desert.shader entering shaders/doomgiver.shader entering shaders/effects.shader entering shaders/effects2.shader entering shaders/explosions.shader entering shaders/factory.shader Script file shaders/ffawedge.shader was not found entering shaders/flares.shader entering shaders/fogs.shader entering shaders/fur.shader entering shaders/gfx.shader entering shaders/gfx2.shader entering shaders/hiddenevil.shader entering shaders/hoth.shader entering shaders/imperial.shader entering shaders/items.shader entering shaders/marks.shader entering shaders/metashader.shader entering shaders/mp.shader entering shaders/mp2.shader entering shaders/mp3.shader entering shaders/mp4.shader entering shaders/nar_shaddaa.shader entering shaders/pit2.shader entering shaders/quicktrip.shader entering shaders/rail_roof.shader entering shaders/rift.shader entering shaders/rocky_ruin.shader entering shaders/sabers.shader entering shaders/scavenger.shader entering shaders/siege.shader entering shaders/skies.shader entering shaders/sprites.shader entering shaders/system.shader entering shaders/taspir.shader entering shaders/test.shader entering shaders/wedge.shader entering shaders/yavin.shader entering shaders/models.shader entering shaders/rbettenbergtest.shader entering shaders/rich_RMG.shader entering shaders/jnegretetest.shader entering shaders/stevetest.shader entering shaders/stu.shader entering shaders/smsand.shader entering shaders/Vertex.shader entering shaders/vjun.shader entering shaders/korriban.shader entering shaders/vehicles.shader entering shaders/atst_alpha.shader Script file shaders/ninja_tex.shader was not found 2834 shaderInfo --- LoadMapFile --- Loading I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map entering I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map 688 total world brushes 350 detail brushes 12 patches 36 boxbevels 18 edgebevels 248 entities 1928 planes 0 areaportals Size: -2024, -288, -8 to 4376, 8200, 3216 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 9 fogs ############### model 0 ############### block size = { 1024 1024 1024 } --- PatchMapDrawSurfs --- 12 patches 12 patch LOD groups --- FaceBSP --- 2155 faces 2497 leafs --- MakeTreePortals --- 1 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 347 structural brushes 917 cluster references --- FloodEntities --- 1651 flooded leafs entity reached from outside -- no filling --- LeakFile --- 19 point linefile MAP LEAKED --- CullSides --- 234 hidden faces culled 99 coincident faces culled --- ClipSidesIntoTree --- --- NumberClusters --- 1650 visclusters 5178 visportals 4149 solidfaces --- FloodAreas --- 1 areas --- AddTriangleModels --- --- AddEntitySurfaceModels --- --- FilterDetailBrushesIntoTree --- 341 detail brushes 488 cluster references ----- FogDrawSurfs ----- 31 fog polygon fragments 0 fog patch fragments 55 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 2549 axial edge lines 162 non-axial edge lines 0 degenerate edges 1442 verts added for T-junctions 14674 total verts 2930 naturally ordered 325 rotated orders 39 can't order 0 broken (degenerate) surfaces removed --- ClassifyEntitySurfaces --- --- TidyEntitySurfaces --- 12 empty or malformed surfaces deleted --- MakeEntityDecals --- (0) 0 decal surfaces --- MakeEntityMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (0) 3294 total meta surfaces 3185 stripped surfaces 109 fanned surfaces 0 patch meta surfaces 14783 meta verts 8304 meta triangles --- TidyEntitySurfaces --- 3294 empty or malformed surfaces deleted --- SmoothMetaTriangles --- No smoothing angles specified, aborting --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (0) 1323 surfaces merged 39673 vertexes merged --- FilterDrawsurfsIntoTree --- 10224 references 1556 (1556) emitted drawsurfs 3185 stripped face surfaces 109 fanned face surfaces 0 surface models generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 12 SURFACE_PATCH surfaces 221 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FOLIAGE surfaces 0 SURFACE_FORCED_META surfaces 1323 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 0 SURFACE_DECAL surfaces 81960 redundant indexes supressed, saving 320 Kbytes --- FixBrushSides --- --- EndModel --- Fog 0 has visible side 5 Fog 1 has visible side 3 Fog 2 has visible side 0 Fog 3 has visible side 0 Fog 4 has visible side 2 Fog 5 has visible side 1 Fog 6 has visible side 0 Fog 7 has visible side 2 Fog 8 has visible side 0 13 light entities stripped 1956 BSP planes --- WriteSurfaceExtraFile --- Writing I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.srf Writing I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.bsp Storing lightgrid: 0 points Wrote 4.0 MB (4164764 bytes) 12 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "I:/Program Files/GtkRadiant-1.3/q3map2" -connect 127.0.0.1:39000 -game ja -fs_basepath "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -vis -saveprt "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map" Connected. 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.9 GtkRadiant - v1.3.12 Oct 11 2003 22:04:56 Quakerade VFS Init: I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/ --- Vis --- saveprt = true Loading I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.bsp Loading I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.prt ************ ERROR ************ LoadPortals: couldn't read I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.prt PLZ help! 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idontlikegeorge Posted November 7, 2003 Share Posted November 7, 2003 Your map is leaked. Probably the most common error EVER. Anyways, in Radiant, goto File > Pointfile... and follow the arrows, and make sure to seal any leaks. If you don't know what a leak is, um... go read a bunch of mapping tutorials. Link to comment Share on other sites More sharing options...
veheikko Posted November 7, 2003 Author Share Posted November 7, 2003 can you give me some leak tutorial? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted November 8, 2003 Share Posted November 8, 2003 I don't know of any offhand that are about leaks in general. But go here, these are really good starter tutorials: http://richdiesal.jedioutcastmaps.com/tutorials/index.html As far as what a leak is, well, the virtual "space" you construct your level in, is called the VOID. You can never allow the player entity (or should allow any entity) to be able to enter it or be exposed to it. It's like, think of your map as a flying spaceship... if there were any cracks or openings out to space, the whole ship would decompress and be destroyed. Any, like I mentioned, go to File > Pointfile... and follow the arrow(s), the arrows will goto any leaks in the map... from there you can "seal" them up, and you should be able to compile! Link to comment Share on other sites More sharing options...
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