lukeskywalker1 Posted April 6, 2003 Share Posted April 6, 2003 i made a map, then compiled it, and kept making changes, the longest it took was 19 mins, i had like 1 or 2 more changes to make then i would be done. i changed something, and then it was too light, way too light, so i fixed the leaks i found when it was compiled, now it has taken over an hour, and it didnt finish, so i stopped it, what should i do? yes i have detail brushes.... and all i did was fix the leaks. sometimes radiant crashes, maybe thats what happend, but i need to know how to make it compile faster. any help would be appreciated, thanks. -lukeskywalker1 Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 6, 2003 Share Posted April 6, 2003 Which phase seems to take forever? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 6, 2003 Author Share Posted April 6, 2003 nothing changes, it says the 2 lines at the bottom of the screen, i click BSPful VIS but then im waiting forever..... Link to comment Share on other sites More sharing options...
wedge2211 Posted April 7, 2003 Share Posted April 7, 2003 Post your junk.txt file up here. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 7, 2003 Author Share Posted April 7, 2003 ok, here it is 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/[dsc].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/cheshire_vader.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/han.shader entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/hoth.shader Unknown surfaceparm: "nolightmap" processing textures/skies/hoth_skybox 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/Mandalorian.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/[dsc].map entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/[dsc].map FloatPlane: bad normal FloatPlane: bad normal Entity 0, Brush 190: degenerate plane Entity 0, Brush 190: degenerate plane Entity 0, Brush 1200: duplicate plane WARNING: Couldn't find image for shader textures/unnamed Entity 569, Brush 66: duplicate plane WARNING: Couldn't find image for shader noshader WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! WARNING: node with unbounded volume. Purge Evil Brushes! writing c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/[dsc].prt Writing c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/[dsc].bsp 146 seconds elapsed 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/[dsc].map ummm...whats an evil brush? Link to comment Share on other sites More sharing options...
wedge2211 Posted April 7, 2003 Share Posted April 7, 2003 OK, if that's the entirety of junk.txt, it looks like your map isn't completing, or even really starting, the VIS phase. Try getting rid of those "evil" brushes, by running Plugins > Bob's Tools > Brush cleanup. Let us know if it compiles after that! Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 7, 2003 Author Share Posted April 7, 2003 that was all that was there..... the map only has like 1500 brushes like 500 enities, but anyways, i clicked plugins, but the only option was refresh. ur talking about jk2 radiant right? i clicked the option at the top of the screen, next to curve and source safe.... Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 7, 2003 Author Share Posted April 7, 2003 ok, i noticed that there were back up files sort of, in that snapshot directory, i renamed it and put it in radiant, then i compiled, it was ok, then i noticed that red line wasnt in the map, it was outside where i started building, so i checked it out, and there was a room there but i took it out, becuase i couldnt think of anything to put there, but i forgot to delete the lights, and the red line started at 1 of the lights, so i reopened it, took out those 3-4 lights, and did bspful vis thing, but then it went slow again!!! this is what it says when its compiling ================== Running bsp command... C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -bsp C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/[dsc].map C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -vis C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/[dsc].map C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -light C:\PROGRA~1\LUCASA~1\STARWA~1\GamnneData\\base/maps/[dsc].map is GTK radiant faster then jk2 radiant when compiling? if i just leave it alone and dont stop it will it stop eventually? the longest it took be4 it found the leaks was 19 mins!!!!! there is no bobs tools under plugins in mine, so i cant get rid of the evil brushes. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 7, 2003 Share Posted April 7, 2003 Originally posted by lukeskywalker1 that was all that was there..... the map only has like 1500 brushes like 500 enities, but anyways, i clicked plugins, but the only option was refresh. ur talking about jk2 radiant right? i clicked the option at the top of the screen, next to curve and source safe.... No, I'm talking about GtkRadiant. I'll leave it to you to look into that further, there are lots of threads where people ask which editor is better. Compiling in Gtk: You have two options: use the old SOF2MAP compile, which is the same as JK2Rad, or the new q3map2 compiler, which is much faster and more efficient, and constantly updated. Originally posted by lukeskywalker1 ================== Running bsp command... C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2 map -bsp C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/[dsc].map C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2 map -vis C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/[dsc].map C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2 map -light C:\PROGRA~1\LUCASA~1\STARWA~1\GamnneData\\base/maps/[dsc].map This isn't the actualy compile information, these are just the command lines that execute the compile. Any errors you have, and the log of the whole compile process, appears in junk.txt, what you posted earlier. Usually, errors in compiles are pretty obvious in there. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 7, 2003 Author Share Posted April 7, 2003 ok, thanks i better go download gtk radiant then, thanks for ur help, if i still have problems ill keep u updated. Link to comment Share on other sites More sharing options...
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