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Help with an error


mapmaker

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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.

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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 :/

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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+).

 

- Vorax

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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:

 

Loading skies/kejim_light...failed. Trying Shader... failed. Using default. !! !! !!

** Replacing skies/kejim_light with skies/kejim_light **

 

Judging by that, I have no sky shader. Can you make sense of this UniKorn?

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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.

 

- Vorax

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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.

 

*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*

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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.

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For what it's worth, the maps specs:

 

visdatasize approx 1547928, 366 mb required passage memory, 25088 active portals, 12544 numportals, 3518 portalclusters.

 

*edit*

And it has about 1200 brushes

*edit*

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Bah! The compiler seems frozen. My computer is making processing noises, but the compiler text has just looked like this for ages now:

 

1...2...3...4...5...6...7...8...9...(randomnumberhere)

0....

 

Bah! At this rate it's going to take LONGER to compile then it did before turned some brushes into detail brushes.

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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.

 

*edit*

It's a good idea to caulk the *inside* of cylinders and patch meshes, right?

*edit*

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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?

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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 :rolleyes:

I have to go out for a while, so I'll leave it compiling and post what happens later.

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