Warning! Can't find xxx.prt!
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Warning! Can't find xxx.prt!
When I compile, the MBuilder will say "Warning! Can't locate xxx.prt!" How do I solve the problem? I've tried the 3 steps of compiling, you know the bsp, then vis, then light. But I still can't get the prt!
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Mirek
- Colour Sergeant
- Posts: 77
- Joined: Mon Jul 08, 2002 2:12 am
- Location: Melbourne, Australia
- Contact:
Hey Mohaa_rox,
Do you by any chance also get this error in the compile window, somewhere near the start?
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
I say this because if a map does not have a completelly closed sky box - that is top, all sides and bottom touching together, basically inclosing your map in a box, you will get the above error and no .prt file will be created.
Thus Mbuilder will say that .prt is missing.
This may seem like an error but I belive not. I never build a complete sky box - just top and sides. Infact if you look at the original MOHAA maps, inside pak5.pak3 - you will find that none of them have a .prt file with them. And if you do some spactating around the maps, there are no bottoms.
Not having a complete skybox or .prt file reduces compiling time quiet considerably.
Cheers,
Mirek
Do you by any chance also get this error in the compile window, somewhere near the start?
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
I say this because if a map does not have a completelly closed sky box - that is top, all sides and bottom touching together, basically inclosing your map in a box, you will get the above error and no .prt file will be created.
Thus Mbuilder will say that .prt is missing.
This may seem like an error but I belive not. I never build a complete sky box - just top and sides. Infact if you look at the original MOHAA maps, inside pak5.pak3 - you will find that none of them have a .prt file with them. And if you do some spactating around the maps, there are no bottoms.
Not having a complete skybox or .prt file reduces compiling time quiet considerably.
Cheers,
Mirek
Mapping !!! Who needs sleep anyway !?!?!?
Don't have leaks in your map!
Don't ever make a map that's leaky!!!!!!!
(sorry for '!'s, it's just overly important
)
You need a complete skybox if you want q3map to run a visibility compile. Thus, when you have a leaky map, all faces in the map will be drawn from any location, so you'll get a horrible framerate. Moreover, MOHLight can't do a radiosity compile when no VIS data is present.
Original MOHAA maps don't seem to have a .prt file, but that's because it's only used by the q3map compiler. Then it's saved to the bsp.
When spectating there appear to be no bottoms, but that's because a spectator is non-solid and can go through any brush.
Ofcourse compiling a leaked map is much faster, that's because the entire VIS stage is skipped, but the time winning when compiling is entirely converted into a loss of fps when playing the map.
(sorry for '!'s, it's just overly important
You need a complete skybox if you want q3map to run a visibility compile. Thus, when you have a leaky map, all faces in the map will be drawn from any location, so you'll get a horrible framerate. Moreover, MOHLight can't do a radiosity compile when no VIS data is present.
Original MOHAA maps don't seem to have a .prt file, but that's because it's only used by the q3map compiler. Then it's saved to the bsp.
When spectating there appear to be no bottoms, but that's because a spectator is non-solid and can go through any brush.
Ofcourse compiling a leaked map is much faster, that's because the entire VIS stage is skipped, but the time winning when compiling is entirely converted into a loss of fps when playing the map.
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Mirek
- Colour Sergeant
- Posts: 77
- Joined: Mon Jul 08, 2002 2:12 am
- Location: Melbourne, Australia
- Contact:
Really?? Well that makes my previous post a pile of garbage and bad advice then
I felt justified in my theory after decompiling all the original maps using scorpios Mohaa Tools and found no floors on the maps, but then again they could have used caulk which the tools don't seem to decompile.
So how do they save the .prt in the BSP?
I will do more research on this one with my final map version.
At the very least what I sugest is a good way to quick compile your test maps to check your achitecture.
My 15 meg map compiles in 5 minutes with fast vis turned on.
Thanks JV_Map
Mirek
I felt justified in my theory after decompiling all the original maps using scorpios Mohaa Tools and found no floors on the maps, but then again they could have used caulk which the tools don't seem to decompile.
So how do they save the .prt in the BSP?
I will do more research on this one with my final map version.
At the very least what I sugest is a good way to quick compile your test maps to check your achitecture.
Thanks JV_Map
Mirek
Mapping !!! Who needs sleep anyway !?!?!?
The .prt file is automatically saved to the bsp by the q3map compiler. Or, more correctly, the .prt file is extracted from the bsp to make the VIS compile easier. After you compiled the map, you don't need the .prt and .vis files anymore.
And by the way, my map compiles a complete vis in less than five minutes even though it has a lot of hint brushes.
And by the way, my map compiles a complete vis in less than five minutes even though it has a lot of hint brushes.
