compile status
Moderator: Moderators
-
echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
compile status
Here is my compile screen...I was just wondering if someone could point out things I need to fix...there is a lot of warnings, many I have no clue about...I read most of the compile errors awhile ago but Ill check them out again soon. I just want to understand these errors. If its a pain in the arse don;t worry about it but if you hve time to help I will greatly appreciate it.
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\Q3
ap.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\mainta\
aps\storm_on_revin.map
---- q3map ----
----- FS_Startup -----
----------------------
26829 files in pk3 files
Large Map build
===============
lightmapmindensity = 2.000000
lightmapscale = 1.000000
*** Entity 0, Brush 12, bounds (2852.28 1396.28 256) - (2939.7 1483.71 312)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 462, bounds (4152.89 798.163 256) - (5290.53 2570.59 270)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 463, bounds (4106.13 797.852 264) - (5292.44 2654.58 266)
^-- Fence masks must only be used with fence or nodraw.
!#!#! 'textures/notexture' : Shader has no surface type specified!
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/unnamedmap_ddt/brick
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
************ 3 brushes with mixed fence masks ************
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.
2.3% fewer faces -- 6298 faces from 6444 (146 removed)
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
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c:\progra~1\eagame~1\mohaa\mainta\maps\storm_on_revin is using 41 lightmaps.
Writing c:\progra~1\eagame~1\mohaa\mainta\maps\storm_on_revin.bsp
Writing c:\progra~1\eagame~1\mohaa\mainta\maps\storm_on_revin.vis
28 seconds elapsed
!#!#! 2 shaders are missing a surface type. These should be fixed!
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\Q3
ap.exe" -vis -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\ma
nta\maps\storm_on_revin.map
---- vis ----
----- FS_Startup -----
----------------------
26829 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
farplane_dist = 4000.000000
vis_derived = 0
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.prt
************ ERROR ************
LoadPortals: couldn't read C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revi
.prt
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\MO
light.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main
a\maps\storm_on_revin.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26829 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.vis
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/unnamedmap_ddt/brick
!#!#! 'textures/notexture' : Shader has no surface type specified!
***WARNING***: potential hash mismatch at (1375.7 -628.06 257.5) - (1375.7 -628
06 255.5)
***WARNING***: potential hash mismatch at (1248.2 -409.224 255.5) - (1248.2 -40
.224 257.5)
====== Initial Lighting ======
ambient light at (25.00 25.00 25.00)
0 light emitting surfaces
(264.78) seconds.
(99.54) seconds.
====== Calc Static Models ======
0) Model: static/bush_full.tik
!#!#! 'static_tree4_1' : Shader has no surface type specified!
!#!#! 'static_tree4_3' : Shader has no surface type specified!
!#!#! 'static_tree4_2' : Shader has no surface type specified!
!#!#! 'static_tree4_4' : Shader has no surface type specified!
1) Model: static/tree_commontree.tik
!#!#! 'static_tree1_2' : Shader has no surface type specified!
!#!#! 'static_tree1_1' : Shader has no surface type specified!
!#!#! 'static_tree1_5' : Shader has no surface type specified!
!#!#! 'static_tree1_3' : Shader has no surface type specified!
!#!#! 'static_tree1_4' : Shader has no surface type specified!
!#!#! 'static_tree1sprite' : Shader has no surface type specified!
2) Model: static/tree_commontree.tik
3) Model: static/bush_full.tik
4) Model: static/tree_commontree.tik
5) Model: static/tree_oak.tik
!#!#! 'static_tree4sprite' : Shader has no surface type specified!
!#!#! 'static_tree4_6' : Shader has no surface type specified!
!#!#! 'static_tree4_7' : Shader has no surface type specified!
6) Model: static/vehicle_gmctruck.tik
!#!#! 'GMC_tred' : Shader has no surface type specified!
!#!#! 'GMC_hub' : Shader has no surface type specified!
!#!#! 'gmcwindow' : Shader has no surface type specified!
!#!#! 'gmctruck' : Shader has no surface type specified!
7) Model: static/haystack.tik
!#!#! 'static_haystack' : Shader has no surface type specified!
8) Model: static/tree_oak.tik
9) Model: static/bush_full.tik
10) Model: static/corona_reg.tik
!#!#! 'corona_reg' : Shader has no surface type specified!
11) Model: static/lightpost_sidemounted.tik
!#!#! 'static_lantern' : Shader has no surface type specified!
!#!#! 'static_hanger' : Shader has no surface type specified!
!#!#! 'static_h_cross' : Shader has no surface type specified!
12) Model: static/tree_commontree.tik
13) Model: static/rock_large.tik
!#!#! 'static_lrock2' : Shader has no surface type specified!
14) Model: static/sandbag_large_semicircle.tik
!#!#! 'static_sb_3' : Shader has no surface type specified!
!#!#! 'static_sb_1' : Shader has no surface type specified!
!#!#! 'static_sb_2' : Shader has no surface type specified!
15) Model: static/bush_full_heavyweather.tik
!#!#! 'static_bushhw_1' : Shader has no surface type specified!
!#!#! 'static_bushhw_3' : Shader has no surface type specified!
!#!#! 'static_bushhw_2' : Shader has no surface type specified!
16) Model: static/tree_commontree.tik
17) Model: static/bush_full.tik
18) Model: static/bush_full.tik
19) Model: static/tree_commontree.tik
20) Model: static/tree_commontree.tik
21) Model: static/tree_commontree.tik
22) Model: static/corona_util.tik
!#!#! 'corona_util' : Shader has no surface type specified!
23) Model: static/lightbulb_covered_on_wire_short.tik
!#!#! 'static_bulbcover' : Shader has no surface type specified!
24) Model: static/corona_util.tik
25) Model: static/lightbulb_covered_on_wire_short.tik
26) Model: static/lightpost_sidemounted.tik
27) Model: static/corona_reg.tik
28) Model: static/tree_birch.tik
!#!#! 'static_tree2_4' : Shader has no surface type specified!
!#!#! 'static_tree2_2' : Shader has no surface type specified!
!#!#! 'static_tree2_3' : Shader has no surface type specified!
!#!#! 'static_tree2_1' : Shader has no surface type specified!
!#!#! 'static_tree2sprite' : Shader has no surface type specified!
29) Model: static/tree_birch.tik
30) Model: static/tree_birch.tik
31) Model: static/tree_birch.tik
32) Model: static/tree_birch.tik
33) Model: static/tree_oak.tik
34) Model: static/tree_oak.tik
35) Model: static/tree_oak.tik
36) Model: static/tree_oak.tik
37) Model: static/tree_oak.tik
38) Model: static/bush_full.tik
39) Model: static/haystack.tik
40) Model: static/haystack.tik
41) Model: static/haystack.tik
42) Model: static/haystack.tik
43) Model: static/tree_commontree.tik
44) Model: static/wagon.tik
!#!#! 'static_wagon' : Shader has no surface type specified!
45) Model: static/tree_commontree.tik
46) Model: static/tree_commontree.tik
47) Model: static/tree_commontree.tik
48) Model: static/tree_commontree.tik
49) Model: static/tree_commontree.tik
50) Model: static/tree_commontree.tik
Total Models Lit: 51
Total Vertecies Lit: 10596
Total Vertecies that were in Solid Leafs: 85
Data Size: 41932 bytes
====== Calc Light & Diffuse Grids ======
(0.79) seconds.
(0.24) seconds.
====== Compress Light & Diffuse Grids ======
====== Final Lightmap Assembly ======
(0.09) seconds.
(0.02) seconds.
====== Entity Lighting Lights ======
====== Write Out BSP File ======
writing C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
409 seconds elapsed
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>pause
Press any key to continue . . .
Hows this?
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\Q3
ap.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\mainta\
aps\storm_on_revin.map
---- q3map ----
----- FS_Startup -----
----------------------
26829 files in pk3 files
Large Map build
===============
lightmapmindensity = 2.000000
lightmapscale = 1.000000
*** Entity 0, Brush 12, bounds (2852.28 1396.28 256) - (2939.7 1483.71 312)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 462, bounds (4152.89 798.163 256) - (5290.53 2570.59 270)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 463, bounds (4106.13 797.852 264) - (5292.44 2654.58 266)
^-- Fence masks must only be used with fence or nodraw.
!#!#! 'textures/notexture' : Shader has no surface type specified!
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/unnamedmap_ddt/brick
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
************ 3 brushes with mixed fence masks ************
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.
2.3% fewer faces -- 6298 faces from 6444 (146 removed)
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
c:\progra~1\eagame~1\mohaa\mainta\maps\storm_on_revin is using 41 lightmaps.
Writing c:\progra~1\eagame~1\mohaa\mainta\maps\storm_on_revin.bsp
Writing c:\progra~1\eagame~1\mohaa\mainta\maps\storm_on_revin.vis
28 seconds elapsed
!#!#! 2 shaders are missing a surface type. These should be fixed!
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\Q3
ap.exe" -vis -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\ma
nta\maps\storm_on_revin.map
---- vis ----
----- FS_Startup -----
----------------------
26829 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
farplane_dist = 4000.000000
vis_derived = 0
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.prt
************ ERROR ************
LoadPortals: couldn't read C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revi
.prt
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\MO
light.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main
a\maps\storm_on_revin.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26829 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.vis
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/unnamedmap_ddt/brick
!#!#! 'textures/notexture' : Shader has no surface type specified!
***WARNING***: potential hash mismatch at (1375.7 -628.06 257.5) - (1375.7 -628
06 255.5)
***WARNING***: potential hash mismatch at (1248.2 -409.224 255.5) - (1248.2 -40
.224 257.5)
====== Initial Lighting ======
ambient light at (25.00 25.00 25.00)
0 light emitting surfaces
(264.78) seconds.
(99.54) seconds.
====== Calc Static Models ======
0) Model: static/bush_full.tik
!#!#! 'static_tree4_1' : Shader has no surface type specified!
!#!#! 'static_tree4_3' : Shader has no surface type specified!
!#!#! 'static_tree4_2' : Shader has no surface type specified!
!#!#! 'static_tree4_4' : Shader has no surface type specified!
1) Model: static/tree_commontree.tik
!#!#! 'static_tree1_2' : Shader has no surface type specified!
!#!#! 'static_tree1_1' : Shader has no surface type specified!
!#!#! 'static_tree1_5' : Shader has no surface type specified!
!#!#! 'static_tree1_3' : Shader has no surface type specified!
!#!#! 'static_tree1_4' : Shader has no surface type specified!
!#!#! 'static_tree1sprite' : Shader has no surface type specified!
2) Model: static/tree_commontree.tik
3) Model: static/bush_full.tik
4) Model: static/tree_commontree.tik
5) Model: static/tree_oak.tik
!#!#! 'static_tree4sprite' : Shader has no surface type specified!
!#!#! 'static_tree4_6' : Shader has no surface type specified!
!#!#! 'static_tree4_7' : Shader has no surface type specified!
6) Model: static/vehicle_gmctruck.tik
!#!#! 'GMC_tred' : Shader has no surface type specified!
!#!#! 'GMC_hub' : Shader has no surface type specified!
!#!#! 'gmcwindow' : Shader has no surface type specified!
!#!#! 'gmctruck' : Shader has no surface type specified!
7) Model: static/haystack.tik
!#!#! 'static_haystack' : Shader has no surface type specified!
8) Model: static/tree_oak.tik
9) Model: static/bush_full.tik
10) Model: static/corona_reg.tik
!#!#! 'corona_reg' : Shader has no surface type specified!
11) Model: static/lightpost_sidemounted.tik
!#!#! 'static_lantern' : Shader has no surface type specified!
!#!#! 'static_hanger' : Shader has no surface type specified!
!#!#! 'static_h_cross' : Shader has no surface type specified!
12) Model: static/tree_commontree.tik
13) Model: static/rock_large.tik
!#!#! 'static_lrock2' : Shader has no surface type specified!
14) Model: static/sandbag_large_semicircle.tik
!#!#! 'static_sb_3' : Shader has no surface type specified!
!#!#! 'static_sb_1' : Shader has no surface type specified!
!#!#! 'static_sb_2' : Shader has no surface type specified!
15) Model: static/bush_full_heavyweather.tik
!#!#! 'static_bushhw_1' : Shader has no surface type specified!
!#!#! 'static_bushhw_3' : Shader has no surface type specified!
!#!#! 'static_bushhw_2' : Shader has no surface type specified!
16) Model: static/tree_commontree.tik
17) Model: static/bush_full.tik
18) Model: static/bush_full.tik
19) Model: static/tree_commontree.tik
20) Model: static/tree_commontree.tik
21) Model: static/tree_commontree.tik
22) Model: static/corona_util.tik
!#!#! 'corona_util' : Shader has no surface type specified!
23) Model: static/lightbulb_covered_on_wire_short.tik
!#!#! 'static_bulbcover' : Shader has no surface type specified!
24) Model: static/corona_util.tik
25) Model: static/lightbulb_covered_on_wire_short.tik
26) Model: static/lightpost_sidemounted.tik
27) Model: static/corona_reg.tik
28) Model: static/tree_birch.tik
!#!#! 'static_tree2_4' : Shader has no surface type specified!
!#!#! 'static_tree2_2' : Shader has no surface type specified!
!#!#! 'static_tree2_3' : Shader has no surface type specified!
!#!#! 'static_tree2_1' : Shader has no surface type specified!
!#!#! 'static_tree2sprite' : Shader has no surface type specified!
29) Model: static/tree_birch.tik
30) Model: static/tree_birch.tik
31) Model: static/tree_birch.tik
32) Model: static/tree_birch.tik
33) Model: static/tree_oak.tik
34) Model: static/tree_oak.tik
35) Model: static/tree_oak.tik
36) Model: static/tree_oak.tik
37) Model: static/tree_oak.tik
38) Model: static/bush_full.tik
39) Model: static/haystack.tik
40) Model: static/haystack.tik
41) Model: static/haystack.tik
42) Model: static/haystack.tik
43) Model: static/tree_commontree.tik
44) Model: static/wagon.tik
!#!#! 'static_wagon' : Shader has no surface type specified!
45) Model: static/tree_commontree.tik
46) Model: static/tree_commontree.tik
47) Model: static/tree_commontree.tik
48) Model: static/tree_commontree.tik
49) Model: static/tree_commontree.tik
50) Model: static/tree_commontree.tik
Total Models Lit: 51
Total Vertecies Lit: 10596
Total Vertecies that were in Solid Leafs: 85
Data Size: 41932 bytes
====== Calc Light & Diffuse Grids ======
(0.79) seconds.
(0.24) seconds.
====== Compress Light & Diffuse Grids ======
====== Final Lightmap Assembly ======
(0.09) seconds.
(0.02) seconds.
====== Entity Lighting Lights ======
====== Write Out BSP File ======
writing C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
409 seconds elapsed
C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>pause
Press any key to continue . . .
Hows this?

Re: compile status
...
*** Entity 0, Brush 12, bounds (2852.28 1396.28 256) - (2939.7 1483.71 312)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 462, bounds (4152.89 798.163 256) - (5290.53 2570.59 270)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 463, bounds (4106.13 797.852 264) - (5292.44 2654.58 266)
^-- Fence masks must only be used with fence or nodraw.
there are brushes with faces textures that don't go together. if one face has a fence with a texture (like grates) the other faces must be fence textures or nodraw as well
!#!#! 'textures/notexture' : Shader has no surface type specified!
there are brushes using 'notexture' try to find and replace notexture by e.g. common/caulk
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
Is this a custom shader?! u seem to have forgotten a line like 'surfaceparm stone', but we'd need to see it to know
...
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
************ ERROR ************
your map has a leak!!
...
***WARNING***: potential hash mismatch at (1375.7 -628.06 257.5) - (1375.7 -628
06 255.5)
***WARNING***: potential hash mismatch at (1248.2 -409.224 255.5) - (1248.2 -40
.224 257.5)
this surely is an error
but no idea what it does ...
0) Model: static/bush_full.tik
!#!#! 'static_tree4_1' : Shader has no surface type specified!
!#!#! 'static_tree4_3' : Shader has no surface type specified!
!#!#! 'static_tree4_2' : Shader has no surface type specified!
!#!#! 'static_tree4_4' : Shader has no surface type specified!
these look strange but then maybe it's okay for Spearhead?! Or same reason as above?
*** Entity 0, Brush 12, bounds (2852.28 1396.28 256) - (2939.7 1483.71 312)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 462, bounds (4152.89 798.163 256) - (5290.53 2570.59 270)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 463, bounds (4106.13 797.852 264) - (5292.44 2654.58 266)
^-- Fence masks must only be used with fence or nodraw.
there are brushes with faces textures that don't go together. if one face has a fence with a texture (like grates) the other faces must be fence textures or nodraw as well
!#!#! 'textures/notexture' : Shader has no surface type specified!
there are brushes using 'notexture' try to find and replace notexture by e.g. common/caulk
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
Is this a custom shader?! u seem to have forgotten a line like 'surfaceparm stone', but we'd need to see it to know
...
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
************ ERROR ************
your map has a leak!!
...
***WARNING***: potential hash mismatch at (1375.7 -628.06 257.5) - (1375.7 -628
06 255.5)
***WARNING***: potential hash mismatch at (1248.2 -409.224 255.5) - (1248.2 -40
.224 257.5)
this surely is an error
0) Model: static/bush_full.tik
!#!#! 'static_tree4_1' : Shader has no surface type specified!
!#!#! 'static_tree4_3' : Shader has no surface type specified!
!#!#! 'static_tree4_2' : Shader has no surface type specified!
!#!#! 'static_tree4_4' : Shader has no surface type specified!
these look strange but then maybe it's okay for Spearhead?! Or same reason as above?
Last edited by wacko on Tue Mar 09, 2004 8:07 am, edited 1 time in total.
error
OK, first make sure there are no non_original pk3s in main or mainta. These errors are cause by using more than one texture with nodraw texture.
*** Entity 0, Brush 12, bounds (2852.28 1396.28 256) - (2939.7 1483.71 312)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 462, bounds (4152.89 798.163 256) - (5290.53 2570.59 270)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 463, bounds (4106.13 797.852 264) - (5292.44 2654.58 266)
^-- Fence masks must only be used with fence or nodraw.
To fix them, go to edit > Find Entity/Brush and type in the brush number of each to find the brushes. Then texture them with nodraw and only one other texture. You can always make frame brushes if needed.
This next error may be form some other pk3s in main or mainta, but if not you'll have to find the shader for 'textures/notexture' and 'textures/unnamedmap_ddt/brick' and give the brick one surfaceparm stone. It should be in your"scripts" folder. Delete the notexture one.
!#!#! 'textures/notexture' : Shader has no surface type specified!
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
Next is the leaked warning.
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
This means you have a leak in your skybox and it need to be closed. It is causing the vis compile to fail, and the radiosity lighting to be skipped.
Hope that helps.
*** Entity 0, Brush 12, bounds (2852.28 1396.28 256) - (2939.7 1483.71 312)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 462, bounds (4152.89 798.163 256) - (5290.53 2570.59 270)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 0, Brush 463, bounds (4106.13 797.852 264) - (5292.44 2654.58 266)
^-- Fence masks must only be used with fence or nodraw.
To fix them, go to edit > Find Entity/Brush and type in the brush number of each to find the brushes. Then texture them with nodraw and only one other texture. You can always make frame brushes if needed.
This next error may be form some other pk3s in main or mainta, but if not you'll have to find the shader for 'textures/notexture' and 'textures/unnamedmap_ddt/brick' and give the brick one surfaceparm stone. It should be in your"scripts" folder. Delete the notexture one.
!#!#! 'textures/notexture' : Shader has no surface type specified!
!#!#! 'textures/unnamedmap_ddt/brick' : Shader has no surface type specified!
Next is the leaked warning.
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
This means you have a leak in your skybox and it need to be closed. It is causing the vis compile to fail, and the radiosity lighting to be skipped.
Hope that helps.
portal file
reading C:\PROGRA~\EAGAME~\MOHAA\mainta\maps\storm_on_revin.bsp
vis_derived = 0
It could not find that file because the vis compile failed before it could make that file. The vis compile failed because he had a leak into the void. But, having too much vis data (2.9Mb is max) can cause it to fail too.
vis_derived = 0
It could not find that file because the vis compile failed before it could make that file. The vis compile failed because he had a leak into the void. But, having too much vis data (2.9Mb is max) can cause it to fail too.
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
Alright I have another compile problem. Not an error but something that has I believe has not been in the compile before. First I have it set on -fast for vis. Now after it compiles vis this pops up:
creating vis leaf...
after about 10 minutes an error comes up about the q3map.exe encountering an error. The command window doesnt close but goes to Initial lighting and then starts to compile from there. Does anyone know what is going on here.
I havent checked if my bsp and vis are working yet but I just thought I would throw this out here until I get to that.
Thanks, Ill let you know if I figure it out.
creating vis leaf...
after about 10 minutes an error comes up about the q3map.exe encountering an error. The command window doesnt close but goes to Initial lighting and then starts to compile from there. Does anyone know what is going on here.
I havent checked if my bsp and vis are working yet but I just thought I would throw this out here until I get to that.
Thanks, Ill let you know if I figure it out.

vis
Using -fast means it wont show all of what it is doing. It can not do the vis leafs if a bsp file was not made in the first (bsp) compile. Try doing the compile again with a log for both the bsp and vis stages. It should print why it is failing to compile vis.
Last edited by tltrude on Tue Apr 06, 2004 4:04 am, edited 1 time in total.
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
I dont understand this error, the vis compiled and so did the bsp...I can load the map without it crashing and all changes are visable.
The vis Increased by 1,000 kb but mayne that is normal. So pretty much everything is fine but there was an error. I don't know.
. Ill try that Tom and see what happens, thanks alot.
The vis Increased by 1,000 kb but mayne that is normal. So pretty much everything is fine but there was an error. I don't know.

leak
Did it make a .lin file? If it did then there is a leak in the skybox and you can hit File > pointfile to see it.
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
Nope it made no .lin file. I did do a pointfile and it does show up, there is a redline running all over the map but there is no leak indicated in the compile(mbuilder). The map loads fine and everything looks good, maybe it is nothing or has something to do with my computer, right now im using a laptop maybe I have a memory problem...My desktop comes in a couple of days
, and then Ill try it on there and transfer everything to that.

are u sure there is no leaked message in mbuilder ????entity reached from outside -- no filling
**********************
******* leaked *******
**********************
anyways try following the leak line (s) and block them
leaks can be blocked by adding structural brushes ONLY ,no lod ,or meshes or detail brushes .
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
I no longer get the ******Leak******, but I still get an error, a pop-up error like the ones you get in radient...but then the compile continues and everything is fine.
The thing that creates the error is the creating vis leaf...that takes about ten minutes, then error pops up...what is that? I have it on fast and I never had this as part of the compile before.
The thing that creates the error is the creating vis leaf...that takes about ten minutes, then error pops up...what is that? I have it on fast and I never had this as part of the compile before.

I am not sure about the vis_leaf error, unless you have targeting leafs overlapping by accident.
But the hash mismatch error (which could be ignored if you choose) is caused by either patch meshes and/or primitives that are very close to each other, but that don't line up to one another on the grid.
Usually it is when you have a long thin primitive (such as telephone wires) that are not aligned to each other. Just start them on the same plane where they meet and you should be ok.
But the hash mismatch error (which could be ignored if you choose) is caused by either patch meshes and/or primitives that are very close to each other, but that don't line up to one another on the grid.
Usually it is when you have a long thin primitive (such as telephone wires) that are not aligned to each other. Just start them on the same plane where they meet and you should be ok.
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm


