LDC Posted August 19, 2002 Posted August 19, 2002 Lo all ok heres the thing. Ive made my map im compiling it and everything (sorry this is like my first real map) and for sum reason, although ive got a great deal of circles and spheres and generally a lot of detailed brushes n stuff, teh compile takes barely anytime at all (and this is BSP Fullvis were talking bout). However, wen i check wat files im left with after compile i get a .bak file, .map file, and a .Prt file?? never seena prt file before. My windows xp tells me its a microsoft schedule +7.0 print but i find this hard to belive. Can anyone tell me how to get rid of this prt file and end up with a bsp instead??? thanx, LondonsDArkestChild
UniKorn Posted August 19, 2002 Posted August 19, 2002 go to option tools in your windows explorer make sure you can see hidden files do a search on junk.txt there you'll find what went wrong during your compile process.
LDC Posted August 19, 2002 Author Posted August 19, 2002 ok heres wat the junk file came up with: WARNING: Couldn't find image for shader noshader writing c:/program files/lucasarts/star wars jk ii jedi outcast/gamedata/base/maps/icechamber.prt differing crossing points for patch -- can't clip differing crossing points for patch -- can't clip differing crossing points for patch -- can't clip differing crossing points for patch -- can't clip WARNING: fog brush 71 has multiple visible sides WARNING: fog brush 71 has multiple visible sides WARNING: fog brush 71 has multiple visible sides WARNING: fog brush 71 has multiple visible sides WARNING: fog brush 71 has multiple visible sides NumPoints (92) exceed MAX_POINTS_ON_WINDING (64). Sample points: (-54.00 -88.00 -1064.00) (-116.00 -88.00 -1065.00) (-166.00 -88.00 -1065.00) SoF2Map v1.0c © 2000 Raven Software Inc. this looks like the most likely cuase of the problem, only question is, wat do i do know??? (oh btw the maps called icechamber in case ur wondering wat that is)
Green Hornet Posted August 19, 2002 Posted August 19, 2002 i see your problem. its on the last line of it where it says "NumPoints (92) exceed MAX_POINTS_ON_WINDING (64). Sample points: (-54.00 -88.00 -1064.00) (-116.00 -88.00 -1065.00) (-166.00 -88.00 -1065.00) " it means that you have too many vertices on one plane (things like lots of pillars in a row will cause it). to solve it it gave you three reference points on your map to go to for finding the problem. the three groups of () are really points where youll find the problem (in xyz form). when you find the problem area yuo can either delete it or rescale it so that not so many vertices are on one plane. hope that helps ya
LDC Posted August 19, 2002 Author Posted August 19, 2002 ah, that shuld help, how do i get to those coordinates?
Emon Posted August 19, 2002 Posted August 19, 2002 *Sigh* MAX_POINTS_ON_WINDING means you have too many verticies on a brush. Just find the offending brush, and clip it up into several smaller brushes.
LDC Posted August 19, 2002 Author Posted August 19, 2002 dont sigh at me that didnt work either, went and clipped almost everything in the map and i still get the maxpoints message. Surely there is a way to increase the number of maxpoints???? or has anyone else got any ideas
Emon Posted August 19, 2002 Posted August 19, 2002 I wasn't sighing at you. Check out this picture: http://www.massassi.com/coffeestain/image/mpw.jpg The one on the bottom is the one that gives the error, the one on the top is the one that doesn't give the error. See if you have anything like that in your level.
Gohan_Trunksss Posted August 20, 2002 Posted August 20, 2002 Emon, what about the part that says WARNING: fog brush 71 has multiple visible sides i have that in my junk.txt but i have no fog just water and lots of it, would too much water be causeing the BSP Full not to work properly or do i just need to cut the water up like int hat example you just showed him? this is the error i have...... Exceeded MAX_MAP_FOGS (30)
UniKorn Posted August 20, 2002 Posted August 20, 2002 max_map_fogs means you have too many fog brushes in your map. max_points_on_winding also occurs when you have a very big brush or a very small brush. If you are using gtkradiant, use bobtoolz to purge the evil brushes. and a fog brush can have only 1 visible side to the player, the other sides of a fog brush MUST touch a wall.
LDC Posted August 20, 2002 Author Posted August 20, 2002 ok look hav a look at the map urself see where u think this max_points bastard is hiding: http://www.geocities.com/random3r/Screenie1.JPG i tried bobztoolz, it split some things up for me, but other than buggering up sum texturing it id actually help see wat u guys think....
LDC Posted August 20, 2002 Author Posted August 20, 2002 oh and if the link dusnt work dont blame me geocities is budget as u all kno
UniKorn Posted August 20, 2002 Posted August 20, 2002 Send the mapfile to unikorn@insidesof.com I'll see what I can do, but I can't promise that it will go quick, there is a lot that i have to do for wired lamp studios.
LDC Posted August 20, 2002 Author Posted August 20, 2002 ah, i appreciate that offer man, but then it wuldnt really be my map would it? i reckon ill start a new 1 ittl b easier, but cheers all for ur help anyhow LondonsDArkestChild
idontlikegeorge Posted August 20, 2002 Posted August 20, 2002 Quote Originally posted by LDC oh and if the link dusnt work dont blame me geocities is budget as u all kno change the extension to .txt, or ****ing make a god damn HTML with the screens to link to! jesus its not that hard! **** i hate all these unviewable posted images, when theres such easy ****ing ways around them
Gohan_Trunksss Posted August 21, 2002 Posted August 21, 2002 Ok how long should it take GTK Radient to compile a large map ? its been over 2 hours and still is going.
Emon Posted August 21, 2002 Posted August 21, 2002 You can only have one fog surface facing the player? That's bullcrap, I've made floating cubes of fog before and they work just fine.
Gohan_Trunksss Posted August 22, 2002 Posted August 22, 2002 you can have a few fog brushes showing all sides just not to many or it leaks, anyways i got mine to finally start compileing again but when compileing it freezes on the second step which is -vis for GTK radient, weird thing is even though it freezes it still makes my map compiled, anyone know how to fix it so it finishes showing the compilation?
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