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leaves with faces


Jedi908717

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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*

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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

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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.

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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.

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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?

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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.

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