I searched through the posts and couldn't find anything with regards to this:
Havn't asked a silly question in a while, and just thought of one. When creating windows, i imagine the top/bottom and sides should be either caulk or nodraw. Am i correct?
Also - I read through some of the threads on compiling times. I tried to compile a map and it took so long I ended up stopping it (Went away on Friday about 3pm and came back Sunday at about same time). I'm not even half finished the map. Next question is this: Does it mean there is something wrong with the map if it takes this amount of time, or can I just wait patiently for it to finish?
Thanks
E
Silly Question about windows
Moderator: Moderators
Firstly yes, I prefer caulk, but alot of people say to use nodraw, I think it has something to do with the bullet's collision with the window (i.e. caulk block it, nodraw lets it pass through).
Secondly, that compile time does seem a bit long, try checking through your map manually to find errors. If you've compliled before just check the new areas.
If it completed a stage (e.g. bsp stage) try looking through its verbose output. I use a batch file so its possible to save the output, obviously change the appropriate directories an file names. This is ofcourse assuming it completed the first stage !!
Secondly, that compile time does seem a bit long, try checking through your map manually to find errors. If you've compliled before just check the new areas.
If it completed a stage (e.g. bsp stage) try looking through its verbose output. I use a batch file so its possible to save the output, obviously change the appropriate directories an file names. This is ofcourse assuming it completed the first stage !!
Code: Select all
q3map -v -blocksize 0 -gamedir c:\mohaa c:\mohaa\maps\test_talk > bsp_debug.txt
q3map -vis -v -gamedir c:\mohaa c:\mohaa\maps\test_talk > vis_debug.txt
mohlight -v -gamedir c:\mohaa c:\mohaa\maps\test_talk > lig_debug.txt
copy /Y C:\mohaa\maps\test_talk.bsp C:\mohaa\main\maps-
nuggets
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your map took over 2 days 2 compile? omg, just a couple of questions that'll people who wanna help will need 2 know,
is this your 1st map?
if not, have you compiled this map previously b4 continuing 2 edit it?
was it in the vis lighting section that it took ages 2 compile?
did you create mulitple "mirror textures" in the map?
and btw, this areas of windows you can't c should b caulked.
is this your 1st map?
if not, have you compiled this map previously b4 continuing 2 edit it?
was it in the vis lighting section that it took ages 2 compile?
did you create mulitple "mirror textures" in the map?
and btw, this areas of windows you can't c should b caulked.
hope this helps, prob not cos it's all foreign 2 me :-/
Thanks for the help. I don't know if I would recognize errors if they were in front of me on the screen.
To answer Nuggets questions:
This is my first FULL map - all others were very small and just me playing around trying to get used to MOHRAA
I have compiled the map b4 and it took a few hours (i think). I think all I added was a warehouse prefab. Can't remember.
I believe it was the vis lighting section that was taking forever. It was at 95% on Saturday around noon, and 98% on Sunday at 3p
I don't think I know what a multiple 'mirror texture' is. Could u explain.
BTW - that was 2 days and it wasn't finished compiling.
To answer Nuggets questions:
This is my first FULL map - all others were very small and just me playing around trying to get used to MOHRAA
I have compiled the map b4 and it took a few hours (i think). I think all I added was a warehouse prefab. Can't remember.
I believe it was the vis lighting section that was taking forever. It was at 95% on Saturday around noon, and 98% on Sunday at 3p
I don't think I know what a multiple 'mirror texture' is. Could u explain.
BTW - that was 2 days and it wasn't finished compiling.
-
nuggets
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- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
it will really depend on the speed of ur machine, how long did it take for some of the smaller maps to compile, (i'm talking about 1024x1024x512 4 a smallish map (yes that is very small but i'm trying 2 paint a picture)
if you've added suncolor, ambientlight, fog, rain, or many lights, it'll add 2 the compilation time,
the question about the mirror texture won't apply if u don't know what it is, it's just putting a standard mirror in the game that'll show the room your in and urself. (if the mirror sees another mirror, it'll never compile, it will trace the contents repeatedly and never b able 2 finish). these are hard 2 make and unless u've deliberatley made 1, u won't have 1 in there
if you've added suncolor, ambientlight, fog, rain, or many lights, it'll add 2 the compilation time,
the question about the mirror texture won't apply if u don't know what it is, it's just putting a standard mirror in the game that'll show the room your in and urself. (if the mirror sees another mirror, it'll never compile, it will trace the contents repeatedly and never b able 2 finish). these are hard 2 make and unless u've deliberatley made 1, u won't have 1 in there
hope this helps, prob not cos it's all foreign 2 me :-/