Jedi908717 Posted August 7, 2002 Share Posted August 7, 2002 I was working one a map with JK2Radiant, my first, and after I did a bunch for work to it it wouldn't compile. It worked ealier but I changed alot so I don't know what happened. Could somebody please help me, it was going along very well. Here is the message it gave me. I have not clue what Leaf with too many faces means though, thanks. ---- Vis ---- fastvis = true reading c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.bsp reading c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.prt 112 portalclusters 222 numportals 1589 numfaces Leaf with too many faces* Link to comment Share on other sites More sharing options...
Karshaddii Posted August 7, 2002 Share Posted August 7, 2002 Turn every brush that is not structural (touches the void) into a detail brush (select them all then press ctrl+m) Then compile and see if that helps. Link to comment Share on other sites More sharing options...
Jedi908717 Posted August 7, 2002 Author Share Posted August 7, 2002 ok, thanks I'll try that. I know some of them are already details, but I chang e all of them. I also just went back and looked at the error thing and I missed a part about NumPoints (66) exceed MAX_POINTS_ON_WINDING (64) Here Is the complete error ================== Running bsp command... C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\Tools\\sof2map-bsp C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\\base/maps/station.map C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\Tools\\sof2map-vis -fast C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\\base/maps/station.map C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools>C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\Tools\\sof2map-bsp C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\\base/maps/station.map SoF2Map v1.0c © 2000 Raven Software Inc. ---- BSP ---- entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/bespin.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/cinematics.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/common.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/decals.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/doomgiver.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/effects.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/explosions.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/flares.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/fogs.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/gfx.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/gfx2.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/imperial.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/items.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/marks.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/metashader.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/models.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/mp.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/nar_shaddaa.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/players.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/sabers.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/scavenger.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/skies.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/sprites.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/system.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/test.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/text_crawl.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/ui.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/yavin.shader entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/shaders/zoom.shader Loading map file c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.map entering c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.map WARNING: Couldn't find image for shader noshader writing c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.prt NumPoints (66) exceed MAX_POINTS_ON_WINDING (64). Sample points: (428.00 -830.00 560.00) (440.00 -428.00 560.00) (440.00 -2.25 560.00) C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools>C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\Tools\\sof2map -vis -fast C:\PROGRA~1\LUCASA~1\STARWA~2\GameData\\base/maps/station.map SoF2Map v1.0c © 2000 Raven Software Inc. ---- Vis ---- fastvis = true reading c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.bsp reading c:/progra~1/lucasa~1/starwa~2/gamedata//base/maps/station.prt 112 portalclusters 223 numportals 1582 numfaces Leaf with too many faces completed. Run time was 0 hours, 0 minutes and 47 secondsMap_SaveFile: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps\station.map SourceSafe: Opening... Ready SourceSafe: Closeing... Ready Link to comment Share on other sites More sharing options...
Emon Posted August 7, 2002 Share Posted August 7, 2002 Originally posted by Karshaddii Turn every brush that is not structural (touches the void) into a detail brush (select them all then press ctrl+m) Then compile and see if that helps. That's a REALLY bad idea. Detail brushes are for DETAILS, and details ONLY. Structural brushes are for STRUCTURES, large ones. Only use detail brushes on small details. Link to comment Share on other sites More sharing options...
Karshaddii Posted August 7, 2002 Share Posted August 7, 2002 Yes Emon--I know....and brushes that are structural AREN'T detail brushes now are they? Therefore turn detail brushes INTO detail brushes--and leave the structural ones behind--If you seem to have a problem with this Emon---please explain what it is to me because I have not had a problem doing this yet. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 7, 2002 Share Posted August 7, 2002 i don't see the point in most structural.... it just makes compiles a LOT longer... Link to comment Share on other sites More sharing options...
Emon Posted August 7, 2002 Share Posted August 7, 2002 And it makes it a ton slower, too. Structural brushes create BSP portals, details don't. Detail brushes are also rendered through walls and stuff, so you get a crap load of overdraw looking at the entire level. If I'm wrong, why does Raven, Id, and all other developers that use the Q3 engine NOT use all detail brushes? Link to comment Share on other sites More sharing options...
Emon Posted August 7, 2002 Share Posted August 7, 2002 Here's some more info on the PROPER way to use detail/struct brushes. Read it carefully. http://www.planetquake.com/qworkshop3/tutorials/detail/index.html Link to comment Share on other sites More sharing options...
Emon Posted August 7, 2002 Share Posted August 7, 2002 If you don't want to read all of it, here are the most important parts: "The main walls of the map (and floors and ceilings and skies...!) should be structural brushes, but stairs, trimmings and details can all be set to detail brushes. It's important to remember that detail brushes are see-thru as far as vis is concerned and cannot be used to seal the level, cos they'll cause a leak." This means DETAILS like trims, stairs, perhaps a table and computer in a bedroom, etc, should be detail. "Note: Making a brush detail will stop it from blocking visibility, so don't make your vis-blocking walls into detail brushes." This means if all your level is made out of detail brushes except for the void blocking walls like the skybox or something, brushes behind walls will be rendered right through the wall, drastically lowering framerate. If you use detail brushes for the details of your map and ONLY the details, you'll have even better framerates than all detail or all struct and faster compile times than all struct. Link to comment Share on other sites More sharing options...
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