derbra1513 Posted September 27, 2002 Share Posted September 27, 2002 well evrything is going wrong but im going to ask about how to get my textures back. Befor i could get about 15 diffrent kind of sub-catogorys of textures but no i only get 1 which is sky. how do i get the rest back? Link to comment Share on other sites More sharing options...
alanuk Posted September 27, 2002 Share Posted September 27, 2002 you changed the textuer path in project presines Link to comment Share on other sites More sharing options...
derbra1513 Posted September 29, 2002 Author Share Posted September 29, 2002 sry i was gone over the weekened. But how do i get the textures back? what directroy are they in? Link to comment Share on other sites More sharing options...
derbra1513 Posted September 30, 2002 Author Share Posted September 30, 2002 Ive been working on my map for awile. And ive done other maps that have worked to. but with this one i save it under new. then run bsp and it says new.bsp could not be found. someone help please!!! Link to comment Share on other sites More sharing options...
derbra1513 Posted September 30, 2002 Author Share Posted September 30, 2002 here is what it said when i tried to create the bsp.  Running bsp command...  C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -bsp C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/cojtemple.map  C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -vis C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/cojtemple.map  C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -light C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/cojtemple.map   C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -bsp C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/cojtemple.map  SoF2Map v1.0c © 2000 Raven Software Inc.    ---- BSP ----  entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/bespin.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/zoom.shader  Loading map file c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/cojtemple.map  entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/cojtemple.map  WARNING: Couldn't find image for shader noshader  **********************  ******* leaked *******  **********************  WARNING: fog brush 180 has multiple visible sides  WARNING: fog brush 180 has multiple visible sides  WARNING: fog brush 135 has multiple visible sides  WARNING: fog brush 135 has multiple visible sides  WARNING: fog brush 135 has multiple visible sides  WARNING: fog brush 135 has multiple visible sides  WARNING: fog brush 0 has multiple visible sides  WARNING: fog brush 0 has multiple visible sides  WARNING: fog brush 0 has multiple visible sides  WARNING: fog brush 0 has multiple visible sides  WARNING: fog brush 0 has multiple visible sides  NumPoints (98) exceed MAX_POINTS_ON_WINDING (64). Sample points: (576.00 1143.00 -2240.00) (576.00 1143.00 -2120.00) (576.00 1143.00 -2000.00)    C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -vis C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/cojtemple.map  SoF2Map v1.0c © 2000 Raven Software Inc.    ---- Vis ----  reading c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/cojtemple.bsp  c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/cojtemple.bsp could not be found    C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -light C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/cojtemple.map  SoF2Map v1.0c © 2000 Raven Software Inc.    ----- Lighting ----  entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/bespin.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/zoom.shader  Reading c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/cojtemple.bsp  c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/cojtemple.bsp could not be found   completed. Run time was 0 hours, 1 minutes and 4 secondsReading pointfile C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps\cojtemple.lin Link to comment Share on other sites More sharing options...
Bell Posted September 30, 2002 Share Posted September 30, 2002 k; your map will still run with the leaked error but you'll get the HOM (hall of mirrors effect), you'll know what i mean when you see it. then just repair that leak. Â for fog; make a caulk brush and apply the fog texture to the top and bottom faces of the brush only. Â max points on winding means a brush has too many vertices, 64 is the max, or a group of brushes touching eachother on the same plane that create more than 64 vertices on that plane. Â fix those and try it again. Link to comment Share on other sites More sharing options...
derbra1513 Posted September 30, 2002 Author Share Posted September 30, 2002 Im new to Radiant so how evactly can you fix it? Link to comment Share on other sites More sharing options...
starunner Posted October 1, 2002 Share Posted October 1, 2002 I assume you mean how to fix a leak, since Bell explained how to solve the other problems pretty well. Just in case you don't realise, a leak is caused when any part of your level is open to the "void" outside it. This might be caused by a gap in the outer walls of your level (which must be made of structural brushes -not detail brushes, curves or patches etc) or an entity that you accidentally placed in the void. Â First you need to find your leak. This can be a little tricky on larger maps, as it's quite possible your leak is absolutely tiny. You can either try to track it down in Radient,or you can load up your level in Jedi Outcast. Just go into noclip mode and fly around until you find your leak (as Bell said, it will show up as the HOM effect). Â Once you've found where the gap is, fix it by sealing it with a brush (or extend the existing brushes around the leak). Hope that helps. Link to comment Share on other sites More sharing options...
derbra1513 Posted October 1, 2002 Author Share Posted October 1, 2002 ok i fixed evry leak possible no more red line is there now what? Link to comment Share on other sites More sharing options...
Bell Posted October 1, 2002 Share Posted October 1, 2002 k now find the fog brush you made; select it, then apply the system/caulk texture to it. then hold the control and shift key down and left click the top of this caulk brush. this will select just the face. then click on the fog texture you want to us (yavin/swamp for example) and it will apply this to the top of the brush. do the same to the bottom of the brush. Â when thats done let us know cuz finding the other one is a little more complicated or tricky Link to comment Share on other sites More sharing options...
derbra1513 Posted October 2, 2002 Author Share Posted October 2, 2002 ok im a little lost what is a fog brush is it a texture if so i dont have fog Link to comment Share on other sites More sharing options...
Bell Posted October 2, 2002 Share Posted October 2, 2002 hmm strange; k, make a backup of your map file. now open it with notepad. e.g. rite click on "mymap.map" and choose "open with" and choose notepad from the list. You will see alot of these: Â { "angle" "180" "classname" "worldspawn" // brush 0 { ( -16 240 8 ) ( -40 240 8 ) ( -40 216 8 ) sof2tex/rock2_moss_brick -32 192 0 0.250000 0.250000 0 0 0 ( -40 216 56 ) ( -40 240 56 ) ( -16 240 56 ) sof2tex/rock2_moss_brick -32 192 0 0.250000 0.250000 0 0 0 ( -40 216 16 ) ( -16 216 16 ) ( -16 216 8 ) sof2tex/rock2_moss_brick -32 32 0 0.250000 0.250000 0 0 0 ( -16 216 16 ) ( -16 240 16 ) ( -16 240 8 ) sof2tex/rock2_moss_brick -192 32 0 0.250000 0.250000 0 0 0 ( -16 240 16 ) ( -40 240 16 ) ( -40 240 8 ) sof2tex/rock2_moss_brick -32 32 0 0.250000 0.250000 0 0 0 ( -40 240 16 ) ( -40 216 16 ) ( -40 216 8 ) sof2tex/rock2_moss_brick -192 32 0 0.250000 0.250000 0 0 0 } // brush 1 { ( 240 144 32 ) ( 232 144 32 ) ( 232 88 32 ) system/portal_doomgiver 0 0 0 0.250000 0.250000 0 0 0 ( 232 88 72 ) ( 232 144 72 ) ( 240 144 72 ) system/portal_doomgiver 0 0 0 0.250000 0.250000 0 0 0 ( 232 80 264 ) ( 240 80 264 ) ( 240 80 32 ) system/portal_doomgiver 0 0 0 0.250000 0.250000 0 0 0 ( 240 88 264 ) ( 240 144 264 ) ( 240 144 32 ) system/portal_doomgiver 0 0 0 0.250000 0.250000 0 0 0 ( 240 128 264 ) ( 232 128 264 ) ( 232 128 32 ) system/portal_doomgiver 0 0 0 0.250000 0.250000 0 0 0 ( 232 144 264 ) ( 232 88 264 ) ( 232 88 32 ) system/portal_doomgiver 0 0 0 0.250000 0.250000 0 0 0 } Â where it says "//brush 0", delete that section, and also brush 180 and 135. Â now save and close it. now open the map file in radiant and try to compile it. assuming you fixed the other two problems. Link to comment Share on other sites More sharing options...
derbra1513 Posted October 2, 2002 Author Share Posted October 2, 2002 there are so many brush 0's do i delete them all Link to comment Share on other sites More sharing options...
Bell Posted October 2, 2002 Share Posted October 2, 2002 in the map file? hmmm, send it to me i'll take a look at it if you like. wpbellco@earthlink.net Link to comment Share on other sites More sharing options...
derbra1513 Posted October 2, 2002 Author Share Posted October 2, 2002 im going to send you the brand new 1 Link to comment Share on other sites More sharing options...
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