mapmaker Posted May 2, 2002 Share Posted May 2, 2002 When I tried compiling my map in 'FullVis' mode, it compiled fine until, at the end of the compiling cycle, it displayed this text(or something like it, I forgot exactly): 'Write failure something or other'. Then when I tried playing the map, it wouldn't load, and an error message popped up saying 'Map with no shaders'. The map compiles fine in 'FastVis(nolight)' mode, and the map worked fine in FullVis mode when I first started working on it. What could I be doing wrong? As far as I can see, the walls and skybox of the map are connected properly, and I've applied a sky shader to them. I have no idea what could be wrong. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 *bump* Link to comment Share on other sites More sharing options...
Nanime Posted May 2, 2002 Share Posted May 2, 2002 Did you play around with those hint brushes? Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 No. I don't think that's what's causing this. It's very strange. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 *bump* Anyone? I can't release or test my map without fixing this. Link to comment Share on other sites More sharing options...
UniKorn Posted May 2, 2002 Share Posted May 2, 2002 Recompile and tell us the exact error. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 Compiling it takes about an hour and a half (I know...too long) And the only error was 'Write failure running' or something, just one line of text. I feel stupid but I compiled it late last night and forgot the last word of the error message :/ Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 Could it possibly be that my ground is pretty thick, and made up of multiple brushes (I'm planning to fix that )? Link to comment Share on other sites More sharing options...
Vorax Posted May 2, 2002 Share Posted May 2, 2002 Check your HD space. You get that error if you run out. Windows may be growing the virtual memory file for the compile, and then when it tries to write nothing is left. Just in case make sure you have several hundred megs of disk space (400MB+). Â - Vorax Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 May or may not pertain to this error message, but when I load up my map, and look at the text that is displayed at the bottom of the screen at loading, I saw theses lines of text: Â Loading skies/kejim_light...failed. Trying Shader... failed. Using default. !! !! !! ** Replacing skies/kejim_light with skies/kejim_light ** Â Judging by that, I have no sky shader. Can you make sense of this UniKorn? Link to comment Share on other sites More sharing options...
Vorax Posted May 2, 2002 Share Posted May 2, 2002 That isn't an error, just the way the parser scans the textures and shaders. Just ignore it. The editor is confused because it can't find a qeradiant_ image for the sky...it will default to the blue box one. Â - Vorax Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 According to 'System/Performance/Virtual memory' I have about two gigs left. But my computer is insane so I can never tell if that's correct or not. Â *edit* I don't think it has to do with HD space, as I just recently uninstalled software that I hadn't used in a while, so I should have plenty *edit* Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 Does anyone have any more ideas? Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 2, 2002 Share Posted May 2, 2002 An hour to compile your map?!?! How AWESOME is your map? OR how CRAPPY is your system? Â Â Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 More like awesome map then crappy system A map without any detail brushes anyway. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 Vorax and UniKorn, right now, or a little later, I'll compile my map and get the exact error message. I just turned tons of brushes into detail brushes so the compiling shouldn't take as long. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 It's compiling right now. Link to comment Share on other sites More sharing options...
Mr. Nip Posted May 2, 2002 Share Posted May 2, 2002 Don't be shocked if doing that fixes your problem. Forcing the compiler to consider every single brush for bsp splitting and vis calculation may have made your map too large for it to handle. I'd be surprised if you still got this error with a reasonably optimized map. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 For what it's worth, the maps specs: Â visdatasize approx 1547928, 366 mb required passage memory, 25088 active portals, 12544 numportals, 3518 portalclusters. Â *edit* And it has about 1200 brushes *edit* Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 Bah! The compiler seems frozen. My computer is making processing noises, but the compiler text has just looked like this for ages now: Â 1...2...3...4...5...6...7...8...9...(randomnumberhere) 0.... Â Bah! At this rate it's going to take LONGER to compile then it did before turned some brushes into detail brushes. Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 Ok. I exited the compiler because it was frozen like that, and compiled it in FastVis(1/2). It worked. But for some reason it won't compile in FullVis. Ugh... Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 I just caulked a ton of textures,and I might experiment with hint brushes. After I do a little more tweaking I'll try compiling it again. Â *edit* It's a good idea to caulk the *inside* of cylinders and patch meshes, right? *edit* Link to comment Share on other sites More sharing options...
mapmaker Posted May 2, 2002 Author Share Posted May 2, 2002 When I compiled it in FastVis(1/2) mode, during the 'light' phase it said there were 15 surfaces that emit light. But all I have is the roof of my map, and 4 walls, textured with a sky shader, that makes 5 ight emitting surfaces. Anyone know why it would say that there is 15 of them? Link to comment Share on other sites More sharing options...
UniKorn Posted May 3, 2002 Share Posted May 3, 2002 What I suggest that you do is the following. Make the brushes that can be detail, and do a fullvis afterwards. Link to comment Share on other sites More sharing options...
mapmaker Posted May 3, 2002 Author Share Posted May 3, 2002 It's compiling again now. I made a ton of brushes detail, and caulked a load of textures. It seems to be compiling faster then last time, but then again last time it froze up I have to go out for a while, so I'll leave it compiling and post what happens later. Link to comment Share on other sites More sharing options...
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