Phryneas Posted June 14, 2002 Posted June 14, 2002 Wen I want to compile y map, it takes long time to compile but the bsp isn't existing after all. It think the problem is in the following lines: ********************** ******* leaked ******* ********************** NumPoints (75) exceed MAX_POINTS_ON_WINDING (64). Sample points: (1808.00 1016.00 136.00) (-664.00 1016.00 168.00) (-264.00 1016.00 168.00) SoF2Map v1.0c © 2000 Raven Software Inc. If it isn't, here's the complete junk.txt What do I have to corret in my map? SoF2Map v1.0c © 2000 Raven Software Inc. ---- BSP ---- entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/zoom.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/cinematics.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/common.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/decals.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/doomgiver.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/effects.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/explosions.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/flares.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/fogs.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/gfx.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/gfx2.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/imperial.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/items.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/marks.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/metashader.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/models.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/mp.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/nar_shaddaa.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/players.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/sabers.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/scavenger.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/skies.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/sprites.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/system.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/test.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/text_crawl.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/ui.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/yavin.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/bespin.shader Loading map file c:/programme/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/dungeon1.map entering c:/programme/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/dungeon1.map WARNING: Couldn't find image for shader noshader ********************** ******* leaked ******* ********************** NumPoints (75) exceed MAX_POINTS_ON_WINDING (64). Sample points: (1808.00 1016.00 136.00) (-664.00 1016.00 168.00) (-264.00 1016.00 168.00) SoF2Map v1.0c © 2000 Raven Software Inc. ---- Vis ---- reading c:/programme/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/dungeon1.bsp c:/programme/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/dungeon1.bsp could not be found SoF2Map v1.0c © 2000 Raven Software Inc. ----- Lighting ---- entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/zoom.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/cinematics.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/common.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/decals.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/doomgiver.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/effects.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/explosions.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/flares.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/fogs.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/gfx.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/gfx2.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/imperial.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/items.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/marks.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/metashader.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/models.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/mp.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/nar_shaddaa.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/players.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/sabers.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/scavenger.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/skies.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/sprites.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/system.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/test.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/text_crawl.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/ui.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/yavin.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata/base/shaders/bespin.shader Reading c:/programme/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/dungeon1.bsp c:/programme/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/dungeon1.bsp could not be found
Xcom Posted June 14, 2002 Posted June 14, 2002 1. Seal the leak in your map. 2. Clip (=cut in half) very long/wide brushes if you have them.
Atolm Posted June 14, 2002 Posted June 14, 2002 For a more detailed explanation do a search or try this.
Phryneas Posted June 14, 2002 Author Posted June 14, 2002 Originally posted by Xcom 1. Seal the leak in your map. 2. Clip (=cut in half) very long/wide brushes if you have them. 1. Please explain closer 2. The longest walls I use are around 3000 units, is that too long?
Phryneas Posted June 14, 2002 Author Posted June 14, 2002 Originally posted by Atolm For a more detailed explanation do a search or try this. thnx, I ope this'll help
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