erm help..

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Splaetos
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erm help..

Post by Splaetos »

suddenly, without warning, the code strikes back! =(

all of a sudden I cant compile maps.

I try logging it and all I see is

Q3 map etc

********Error*******

and then a list of compile options.... what the hell did I do...

I was compiling it with a hole i nthe sky, so I could try and figure out how to make a beam of light to use as a working projector.
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Axion
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Post by Axion »

Make sure that your map name doesn't contain any spaces.
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Splaetos
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Post by Splaetos »

doesnt... and its doing the same thing on several maps i try to compile.

I was working on a spotlight effect, so I added two textures and a shader to my mohaa folder via my pk3 for the map.

the tut said to add them to the textures folder of the original mohaa folder or something, but that would only allow ME to see them and no one else, so i did it that way. Could that have messed things up?
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Axion
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Post by Axion »

Possibly. The only way to know for sure is to remove the .pk3 and try to compile again. If you stop receiving the error, than you'll know.
"The work of a thousand years is nothing but rubble."
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wacko
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Post by wacko »

if u could give us the log of ur failed compilation, this might help solving the problem. From what I read, the bsp stage fails, so it could be a typo or wrong path in the bsp command line...
Splaetos
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Post by Splaetos »

well... wacko... I think it was trying to set up a beam of light, like in your tutorial, that made it not work. It works now, with my pk3 removed from the main folder. I really cant fathom why this is so though.

Your tut said to place the textures in main/textures/beam
and the script in main/scripts/beam.shader

since that wouldnt allow anyone but me to see the textures, I instead placed them into the pk3 with the last version of my map, but in the exact same subfolders.

How can this have caused such a problem? That was seriously the only change i had made to any folder structures/scripts/etc since last compiling and running. I made many in map changes, but would those conflict with the older pk3 holding the same map file?
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wacko
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Post by wacko »

Splaetos wrote:......Your tut said to place the textures in main/textures/beam
and the script in main/scripts/beam.shader
since that wouldnt allow anyone but me to see the textures, I instead placed them into the pk3 with the last version of my map, but in the exact same subfolders.
the 'main' in the path of course was rather for orientation, I suppose u didn't make a folder 'main' in your pk3?! 'Main' would be the root of the pk3, so u'd just have to create folders 'textures/beam' and 'scripts' in your pk3.
Splaetos wrote:...but would those conflict with the older pk3 holding the same map file?
map file? u don't need the map file in your pk3...
If u had a bsp inside a pk3 in a folder 'maps' (for SP) or 'maps/dm' (for DM), MOHAA will (I believe) prefer this bsp to one with the same name and same folder but outside the pk3. I do not understand, where u have which bsp now, but in general, you should have just one version of the bsp accessible for mohaa (regardless whether it's inside or outside any pk3)
Splaetos
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Post by Splaetos »

'map' file was referring to the bsp.

all the pk3 does, is echo the 'main' directory structure. So whatever you have in folders named

maps/obj
global
textures
scripts
etc etc

gets read as if it had been in those original folders within main.
All of my folders are set up correctly....

The shader is beam.shader and it is in scripts/
The textures are in textures/beam/

All of my other textures and shaders had no issues.

So how is it that adding two textures, and the shader in your tutorial could have caused this?

Maybe it was something else entirely... but the only modification to the pk3 were those three files, and the folder 'beam' to put the textures in.
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Splaetos
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Post by Splaetos »

ok this is jsut bizaar to me... so im going to list a few things here and see if anyone can come up with an explanation.

Mbuilder will nto compile any .map file when I have this pk3 in my main file:

Code: Select all

User-Nazi_Retreat.pk3
/Global/retreataccess.scr  -
          /seweraccess.scr    -these are just bomb thinkers.
/maps/obj/Nazi_retreat.scr - main script
               /Nazi_Retreat.bsp ***
/scripts/beam.shader ***
           /Splaetos.shader - this is all my texture shaders
/textures/beam/ ***
             /Splaetos/ - all my non stock textures.
*** these files or folders are the only changes from when it was working to when it wasnt working.

When the pk3 is in the main folder, and mbuilder is run the .bsp portion produces this logfile(unless i did the logging wrong ^^)

Code: Select all

---- q3map ----

************ ERROR ************

Q3MAP Version 1.34

-info - get information about the map
-light - get taunted
-vis - perform vising on the map

BSP options
-threads [num] - specify how many threads to use
-v - verbose
-nowater
-nofill
-nodetail
-nohint
-fulldetail
-onlyents
-onlytextures
-nosubdivide
-leaktest
-verboseentities
-nocurves
-notjunc
-expand
-detailterrainborders - force terrain mesh boundaries to be flagged max detail
-tmpout
-fakemap
-all
-fast
-nomerge
-snapdistance [distance] - vertex coordinates within [distance] of a grid point
                           will get snapped to the grid.  Default = 0.1
-lightmapdensity [density]
-smoothangle [angle] - vertex angles less than this will get smoothed
-gamedir [gamedir] - file path to the game executable
-moddir [moddir] - mod subdirectory of gamedir
-blocksize [size] - bsp chopped up into blocks of size [blocksize].
                    blocksize 0 disables this option. Default = 1024
-chopblocklast - do blocksize chops after other chops
-nomanvis - disable manual vis
-nostatic - disables The Addition of Static Collision Masks to the scene
-visiblestatic - makes the Static Collision Masks use a visible shader

hope none of that was too hard to read.
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Splaetos
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Post by Splaetos »

arrrrrrrggggggggggggggg

it is something in my bsp. I have no clue what. With my .bsp in the main fodler, NOTHING will compile.

I added... spawnpoints... replaced a door... a tiny tiny bit of structural work....

this is annoying
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wacko
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Post by wacko »

...my .bsp in the main folder... :?::?::?:

what happens when u put all the stuff in the folders where they belong - without using a pk3 for now - and move all unneccessary pk3s out of main?
Splaetos
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Post by Splaetos »

right now im trying to log the map as it compiles... since i was doing it wrong before =)

I placed these lines in the options for compile...

-v > c:\bsp_log.txt
-v > c:\vis_log.txt
-verbose > c:\light_log.txt

before i had them mucked up a bit... so maybe now I can see whats wrong... the -verbose on the last one should work right? the example from another thread had basicaly the same concepts but the light compile was -final [path]

well i ahve no idea what exactly was wrong, or what exactly I did to fix it, but at the moment I can compile the map, and it is updating(before it wasnt updating the bsp, but since my log things were off, I couldnt realyl see why.)
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Splaetos
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Post by Splaetos »

hahahahahahahahahahahaha

this was the actual problem I believe

oh damn... I copied something else after it lol...

anyway the shader was not closed =)

I looked at the damn thing like 10 times, and I never ever noticed the stupid line at the bottom had been copied saying where to palce the file...

so the error was something like unclosed { at line 43 in beam.shader

Would be funny if it didnt take me 24 hours to find it. Wait... its still funny....
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wacko
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Post by wacko »

:D okidoki
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