Jump to content

Home

The RichDiesel University Tutorial Questions Thread.


WhiteShdw

Recommended Posts

  • Replies 1.1k
  • Created
  • Last Reply

Hey,

 

I'm experiencing some really, really long compile times once it gets to the -light part of the compile. It does the -bsp and -vis just fine within about 20 seconds each, but the -light part never finishes. There's not that many lights in the map (including sky and light emitting shaders), so what gives?

Link to comment
Share on other sites

So can I just make...say 5 brushes, modify the shape with the edge tool, and texture like normal?

Mmm, I wouldn't use 5 brushes... you should really just use one brush and clip it until it's in roughly the shape of a ball. If you use multiple brushes, you might run the risk that some are solid and some are not.

 

Whichever way you try, make sure to texture the outside surfaces.

 

WARNING : GeneratePermanentShader MAX_SHADERS (1024) hit (overflowed by 1,2,3,4,5,etc)

Just like it says, too many shaders. I can't imagine you have over 1024 shaders in your map, so it's probably being caused by an evil brush or a brush that has been split too many times. Try Brush Cleanup in BobsToolz in GTKRadiant. Failing that, delete any complicated shader brushes you can find.

 

I'm experiencing some really, really long compile times once it gets to the -light part of the compile

That's likely because you have complex lighting. If you have any lights shining onto curved surfaces (patches) or if you're using sunlight (in the sky shader), that can add loads of time.

 

Just how long is "really, really long"? :) If it's under an hour, it's possible that's perfectly normal.

Link to comment
Share on other sites

I'm not using any sunlight in the sky shader, and it was compiling quickly before (within 30 seconds). All that I added before it started taking a long time for the -light part were 2 small/medium sized rooms that have no complex lighting. I even removed many of the lights to see if it would compile in the same amount of time it did before, and it didn't. I started compiling it in the morning, went to work, came home more than 8 hours later and it was still on -light. Checked the junk.txt file to see if it saw any problems, it had logged the -bsp and -vis parts correctly with no errors, but no info at all on the -light. At that point I closed the compiler (because i've made larger maps that compiled in less time), uninstalled Radiant then reinstalled it again, with no result. I would think that if I removed the things I added to it after it was compiling quickly that would fix it, but that didn't work either. I'm stuck. Any other ideas?

Link to comment
Share on other sites

Fullbright happens when your map is too small. Either make your map bigger, or add some more brushes outside of your map where they won't be seen to make your map size bigger. Recompile and that should take care of it.

 

And Rich, I fixed my compile problem, so don't worry about it.

Link to comment
Share on other sites

Hi Rich,

 

Was working on my map today (About 80% complete now) and just wanted to check to make sure everything was working O.K. so ran a FastVis(nolight) and everything seems OK but when I try to open it in JK2 itself I get the following

 

G_ParseSpawnVars:closing brace without data

 

I've searched all over the net for an answer but only found someone with the same problem no answer.

 

Any ideas?

 

Many Thx

 

Monsoontide.

Link to comment
Share on other sites

Hi rich, one question m8 if its not too much trouble. I have been workign on a MP map and everythign is sweet except i owuld love a duelign room with a mirrored floor so i coudl look down and see me light saber refected back at me smilign face :p but i cant seem to get anythign remoatly liek that. i have noticed on the system textures that there is a texture called mirror, but when ever i aply it, all i get is a shiny black floor covered in white stripes. i have seen one duelign map beofre with a mirrored floor that looked cool and i am wondering how i cna get this, any ideas m8? am i useing the right texture or do i need a completely different one. and if you are interested the map was vaders chamder, a excellent dueling map :p ta for your help m8 and good luck with the future additions to your mapping uni, you have been a great help :)

Link to comment
Share on other sites

Originally posted by digweed

Hi rich, one question m8 if its not too much trouble. I have been workign on a MP map and everythign is sweet except i owuld love a duelign room with a mirrored floor so i coudl look down and see me light saber refected back at me smilign face :p but i cant seem to get anythign remoatly liek that. i have noticed on the system textures that there is a texture called mirror, but when ever i aply it, all i get is a shiny black floor covered in white stripes. i have seen one duelign map beofre with a mirrored floor that looked cool and i am wondering how i cna get this, any ideas m8? am i useing the right texture or do i need a completely different one. and if you are interested the map was vaders chamder, a excellent dueling map :p ta for your help m8 and good luck with the future additions to your mapping uni, you have been a great help :)

 

From memory:

 

In the directory tests, there is a shader called mirror_floor. That's the one that they used in the duel_hangar map, i believe.

 

Just apply it to the floor, or any surface you want to apply it to, and put a misc_surface_portal next to it. No more that 64 grid units away from the surface. That should do it.

 

Keep in mind that the mirror floor shader does impact the performance of your map. For me it halves my FPS. Also i wouldn't put 2 mirrored surfaces opposite one another. Not sure what will happen, but it probably won't be good for your map.

Link to comment
Share on other sites

The computers can be added in one of two ways.

 

1. Add the appropriate MD3 model with the misc_model command.

(Use the MD3 viewer in the TOOLS folder to view the various prebuilt models int the BASE/MODELS/MAP_OBJECTS/ folder.)

 

2. Many of the large computers and computer banks are just a few regular brushes with various computer panel textures applied to them.

 

Hope this helps.

 

Monsoontide

Link to comment
Share on other sites

Originally posted by WhiteShdw

 

From memory:

 

In the directory tests, there is a shader called mirror_floor. That's the one that they used in the duel_hangar map, i believe.

 

Just apply it to the floor, or any surface you want to apply it to, and put a misc_surface_portal next to it. No more that 64 grid units away from the surface. That should do it.

 

Keep in mind that the mirror floor shader does impact the performance of your map. For me it halves my FPS. Also i wouldn't put 2 mirrored surfaces opposite one another. Not sure what will happen, but it probably won't be good for your map.

 

I did exactly that, but I'm seeing what digweed saw. Any suggestions?

Link to comment
Share on other sites

WOuldn't texturing all sides of the "sphere" cause a "multiple visible sides" error in the BSP portion of the compile? I've seen it a few times before, though I didnt see any ill effects... just thought I'd bring it up.

Hmm... to explain, let me bring up the concept of fog as the game sees it.

 

When you enter water, the world tints and fades off a short distance in front of you. That tint and fade off is what the engine really considers "fog." If you have a water brush with one side open (with say, caulk or nodraw), that interior "fog" leaks out into the world and you get errors.

 

Unless I'm thinking of a different error, because I'm tired, it's late, and I don't want to go look it up. :D

 

Hi, my map seems to have gotten the bug where the whole map is 100% bright on Bsp Fullvis after putting in a spotlight map.

Very likely you inadvertantly created a leak, causing VIS to fail, in turn causing LIGHT to not even run. Double-check your junk.txt to make sure there's no "***LEAKED***" error anywhere.

 

G_ParseSpawnVars:closing brace without data

That, I have never heard of. It sounds like your MAP might have been written incorrectly though. You tried recompiling? And failing that, have you tried deleting all of your entities and replacing them, then recompiling?

 

I did exactly that, but I'm seeing what digweed saw. Any suggestions?

mirror_floor should work just fine. I would suggest, however, that you be 100% sure that no mirrored surface reflects any other mirrored surface. The game will get confused and neither will work.

 

Also try using simple geometic shapes for the mirrored floors. The game doesn't like arbitrarily-sided brush faces or odd shapes (anything but a rectangle, really) for mirrors for whatever reason.

Link to comment
Share on other sites

I posted this elsewhere on the forums as well, but as this is obviously a really good thread for answers, I thought it would make sense to post it here too, hope no one minds...

 

About the Max grid light array problem

 

I read the FAQ on this problem that RichDiesal put up in another thread...http://qeradiant.com/faq/index.cgi?...ile=31#file_163

 

It's sort of helpful but worryingly technical, I was wondering if some of you guys could just put me straight on a few things....

 

(1) If I did the map in just fullvis, not fullvis extra, is that likely to solve the problem? What would the downside to doing this be?

 

(2) I can't really tell from the FAQ thing, are patches making this problem a whole lot worse? I certainly have a fair few round patches in the map, a great many in fact....would getting rid of them help a lot?

 

(3) I heard something about lighting the void being a bad thing, I have lights whose area of effect strays out into the vid a bit, is this a big part of the problem?

 

Anything else I should know?

Link to comment
Share on other sites

Originally posted by Jemek Sunns

 

I did exactly that, but I'm seeing what digweed saw. Any suggestions?

 

Well, i made a little mistake. The shader mirror_floor that was supplied by Raven themselves doesn't work correctly. I had a map installed that correct's the problem, so i assumed that shader worked fine :).

 

But you can use mirror_floor2. That one should always work.

 

Don't forget to add the misc_surface_portal. If you don't use that it won't reflect anything.

Link to comment
Share on other sites

Been a long time since I posted in here with a problem... but, wll, here goes.

 

Ok, I competed an error-less BSP_FullVis.

 

Placed BSP in PK3.

 

Loaded PK3 in-game.

 

Got kicked from game and recieved "CM_InlineModel : Bad Number"

 

What in the name of the nine lords of the Pleadies does THAT mean?

 

Thanks, in advance, for saving this map for me. :)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...