compile status

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Krane
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Post by Krane »

Try, on MBuilder, this:

On BSP options:

>myBSP.txt

On VIS options:

>myVIS.txt

On LIGHT options:

>myLGT.txt

It will create 3 text files inside your MOHAA/main folder. Then you can figure out exactly where's the problem.
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crunch
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Post by crunch »

Don't forget, echo, that as your map gets bigger, the compile will take longer.
Without manual vis, your portal chains are most likely tremendous.

The more structural brushes in your map, the more portals, and therefore the longer the vis compile time will take.

Since you are using -fast as an option, more likely than not you have a very odd sized/angled brush in your map. If this type of brush is structural, it can wreak havoc on the compile because of the placement and quantity of portals in that one area.

Another issue that can really "confuse" the compile is overlapping portals.
This scenario usually involves brushes that overlap by only a few grid. In a lot of these cases, one brush poly will not render in game, which is a clue to the slight overlap. Often this overlap is caused by rotated brushes not snapped to the grid. An overlap of even less than one grid can occur there, which is difficult to see in the editor.

Or, it could simply be a memory/processor issue with your laptop.
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M&M
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Post by M&M »

hmm!!!i also got a blank log when i tried it :?
but that was a while ago ,ill try it and c
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Krane
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Post by Krane »

If you do what I say, almost nothing will show up in the dos screen, while you compile, as it will be written in the text file.
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M&M
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Post by M&M »

interesting.but wait ,this means its neccessary to add the -v part?or would that corrupt the txt file and make it empty?
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blue60007
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Post by blue60007 »

:oops: :oops: oh sooooo sorry it should be: -v > "C:\vislog.txt" I fogot the quotes. You would not have to run it with -v (verbose) but that just gives lots of info, good for sorting out the problems. You may also want to add the log to the bsp also (-v > "C:\bsplog.txt"). Again so sorry for that goof up... :oops:
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M&M
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Post by M&M »

ahh,so thats y.i took an example tltrude posted somewhere else but i guess he forgot the quotes 2 cause i remember not adding them :lol:
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Krane
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Post by Krane »

No quotes. If you put C:\ the text will be created inside your hard drive. If you don't use C:\, just >textname.txt, it will be created inside your MOHAA/main folder
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blue60007
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Post by blue60007 »

oh that works too :oops: Well either way works for me. Also make sure you give it enough time to do anything.
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echo_rancid
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Post by echo_rancid »

Alright what Blue said worked, the others I couldnt get to log anything...maybe i did something wrong there but here is the vsplog...if you wanna see the bsp loag i will post that later...its 163kb or something...anyways:

---- vis ----
verbose = true
1 threads
----- FS_Startup -----
----------------------
26836 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.bsp
farplane_dist = 5000.000000
vis_derived = 0
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\storm_on_revin.prt
4412 portalclusters
17943 numportals
13334 numfaces
--- WARNING WARNING WARNING # 3 ---
--- you may have a cluster problem ---
--- NumVisBytes are going to exceed recommended levels ---
visdatasize:2435432
0% complete. 0 hours 0 minutes 0 seconds remaining.
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63% comp


Now you see i didn't finish and Im assuming at the end is when the error pops up...just like mohradients errors. The error is in q3map.exe that is the title of the error.
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Krane
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Post by Krane »

A cluster problem...

Have you changed to detail some brushes? Which ones?
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echo_rancid
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Post by echo_rancid »

Yes I have made alot of brushes detail, small brushes, brushes that would disappear in game, the usual brushes you would make detail. There are quite a few. This error came about a couple days ago after putting a couple new things in my map, when i compiled this happened. Something I did probably messed something up. I added a long piece of load terrain to one side. Would LOD terrain height differecne be a problem...I noticed once these yellow vertices and figured out that I had to lower them inorder to have the map compile...None of these are on the map now. Also when I do a pointfile a redline still pops up...but no leak is shown in the compile. 1 end of this line goes to the base of an axis player start...so I deleted that but it still goes there. The other end goes to the wall of the skybox but i cannot find anything wrong, it also weaves throught the LOD terrain but the skybox is solid. Maybe the playerstarts are the problem...I added 10 for each side. The rest of what i did was structral...built a barn, put up a fence, fixed up a fireplace, alot of other detailed things. I also rebuilt the roof of one of my houses.

I would really hate to go backwards and delete what I have until i find the error... :shock: ...that would be painful.

One other thing that is really concerning me is ever since this error I have had problems with MOH in game. I play with a dialup but the server I play on is great and usually I dont lag. I have some moments of fierce lag but for the most part its smooth. Now I lag terribly, everyday since that error. Now its not as much of a lag though, its more of a slowness...which sounds like lag but its different. Everything seems to move in slooow motion, I just want to do some fraggin :cry: .
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Krane
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Post by Krane »

You play other maps and now it's lagging? strange...

well, to solve this, trow away the bsp, min, etc...

One more thing: remember that LOD terrain DO NOT SEAL...make sure you have a structural brush below the LOD sealing your map.

Another 1: everything (kind of..) suppose to be detail, BUT main walls, floor and ceiling.
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echo_rancid
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Post by echo_rancid »

I have a sealed skybox around everything. Top and sides are all chaulk sky and the bottom is caulk. Why is the pointfile still showing if the map is totally sealed?
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echo_rancid
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Post by echo_rancid »

Alright no more error. I dont know why though...didnt do anything. Today I went into my map...made a few more brushes detailed...deleted a splinepath oath with plane, and I also tryed pointfile again and nothing happend which means I have no leaks. Now the compile works correctly and There is no error. Wish I knew what I did. Thanks for the help guys.
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