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17thairborne
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Post by 17thairborne »

I tried this, and it froze at 99% on the last part of lighting. It made a bsp file, and I tried it, and it loaded in MOH, but here is what it looked like this:

Image

That is a photo in spectator mode looking down on the Ground and bunker (which looks black and invisible :x ). Under the ground, on the bottom panel of the skybox, it was a greyish-white, with a darker color grid. When I spawned, it was like there was no spawn point, it just spawned where spectator mode started, and I fell down to the bottom of the skybox. Any ideas?


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17thairborne
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Cpt. Duke
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Post by Cpt. Duke »

Hmm.... :|

What did the Command Prompt or Console say during the lighting stage of the compile? Which key/value pairs did you set in the worldspawn?
Also, have you tried recompiling a second or third time?

I'll continue my research to help find a solution to this problem.
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17thairborne
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Post by 17thairborne »

Here is what shows on the lighting stage:

======INITIAL LIGHTING========
0 light emitting surfaces
(87.5) seconds.

======Radiosity Lighting========
(1.15) seconds.
(269.23) seconds.
(519.74) seconds.
(0.03) seconds.
(0.04) seconds.
(0.04) seconds.
(0.04) seconds.
(0.03) seconds.
[i]about 10 more small nums[/i]
(264.19) seconds.
(0.04) seconds.
(255.44) seconds.

Also, would it change anything to open it in MOHAAB? (That's what I have been using)


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17thairborne
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17thairborne
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Post by 17thairborne »

I found out that, when it "froze" at 99%, it was supposed to continue after a bit, and I got it to work, it was lit inside the bunker where I put lamps, but on the outside, it was really dark, and I had to fire, just to see anything. On the worldspawn, here are the key values:

key Value
classname worldspawn
northyaw forward
suncolor 20 20 20

see any problems?
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17thairborne
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Example Settings

Post by Cpt. Duke »

Maybe the following key/value pairs might help:

Nighttime:

classname worldspawn
sunflarename none
suncolor 15 15 35
ambientlight 5 5 5

Daytime:

classname worldspawn
suncolor 65 60 45
ambientlight 5 5 5
sundirection 320 150 0

Early Morning:

classname worldspawn
sundirection 320 150 0
suncolor 50 50 75
ambientlight 5 5 5

Dusk:

classname worldspawn
suncolor 100 70 41
ambientlight 5 5 5
sundirection 320 150 0

Stormy Weather:

classname worldspawn
suncolor 50 50 50
ambientlight 5 5 5
sunflarename none

If these settings do not work, the problem may not be the worldspawn.

:!: Remember :!: Always make a copy of your .map file before messing with the worldspawn!
Placing the wrong characters in your worldspawn may corrupt the map severely!!
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17thairborne
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Invisible guns and boxes?

Post by 17thairborne »

I have been working on a map called "Bunker_hill" and it is going to be part of the Siegfried line. I compiled the map, and got it to load in MOHAAB, but the weapons were all invisible. you could see the players hands, in the position they would be with a weapon, but no weapon. I could fire and go into scope as a sniper, but the weapon did not show. on top of that, there were also some ammo boxes, and I could get ammo from where they were, but they did not show up. In MOHRadiant, they loaded fine, and I could see them, but not after the compile in the game. Any help is appreciated.

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17thairborne
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17thairborne
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Compile Errors.... Again!!!

Post by 17thairborne »

I have been having more compiling errors. This is my error:


Error: BunkerHill.bsp not found; no such file or directory

I am using NMBuilder. Could it be the worldspawn? Any Help is appreciated.

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17thAirborne
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RE: Compile Errors.... Again!!!

Post by Cpt. Duke »

It appears that there must be an error concerning your .map file or the compiler. Could you post any errors that occur during the .bsp portion of the compiling process? Also, could you post your worldspawn settings?
Last edited by Cpt. Duke on Sun Jun 26, 2011 8:25 pm, edited 1 time in total.
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17thairborne
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Post by 17thairborne »

Here are the Worlddspawn Key/Values

key value
classname worldspawn
northyaw forward
suncolor 20 20 20

any problems? Here are the bsp options:

-nocurves

and the error:

****ERROR****
Static Models added to too many vis leaves
Map is probably too chopped up

I don't remember what I did, I was doing so much in the map and compiling , and packaging. Thanks for all your help!


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Too many Static Models?

Post by Cpt. Duke »

You don't have to worry about the worldspawn. Everything looks ok.
However, the error message mentions static models. How many in all do you have?
Some people feel the need to place way too many trees or bushes.
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17thairborne
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Post by 17thairborne »

I have about 700, I think, but it seemed to work in the last compile. It seems like it is the map, because the compile is working with another map.

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17thairborne
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Log files

Post by Cpt. Duke »

I might be able to figure out the problem if I see a compile log. Visit the link provided ( /forum/viewtopi ... ompile+log ) and look at the second post. tltrude explains how you can set up the log files.

If you are having trouble setting up log files with NMbuilder, try the original Mbuilder.
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17thairborne
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Post by 17thairborne »

I could not get a log file, Is there something else you have to do?
Also, there was an error:

***ERROR****
Entities Added Too many vis leaves
map is probably too chopped up

What's weird is, I have no vis leaves! is it something to do with Custom_caulk?

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17thairborne
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17thairborne
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Post by 17thairborne »

I have also noticed that my nebelwerfer and my mgs are also invisible. I can use the mgs, but the nebelwerfer is completely invisible, and unusable. any solutions to this problem?

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17thairborne
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RE: Invisible guns and boxes?

Post by Cpt. Duke »

Does this happen with other Breakthrough maps or just your map? Have you tried your map with another version of MOHAA?

I know this will sound inconvenient and tedious, but you may have to reinstall the game. Reinstall Breakthrough first, but if the problem persists, reinstall the entire game.

EDIT: I forgot to ask if there were any custom .pk3's in the main folder.
If so, move them somewhere else and test your level before reinstalling.
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