The Rogue plugin

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Wheat
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The Rogue plugin

Post by Wheat »

Well, I have done some research on my compiling errors and all solutions point to the rogue plugin. I downloaded it, "plugin.ace," and have no clue what to do with this file. It did not come with instructions so I have no clue where to put it, or how to accesse it when it is installed. Help?
panTera
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winrar

Post by panTera »

.ace files can be opened with Winrar. Create a folder named "plugins" in the directory where your mohradiant files are (eg. Mohtools/plugins). Extract the plugins to that new folder and you're set to go. Start Mohradiant and in the menu look for the "Plugins" option next to "LOD terrain".
Wheat
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Post by Wheat »

Ok, one thread said that rogue would cure my compile problem which is something along the lines of:

WARNING: node without a volume
node has 4 tiny portals
node reference point 723.00 -1712.00 -10.00

Now, i have looked for solutions, but found no luck. One suggestion was to go to the cordinate, and find and delete that brush. I went to that cordinate, and there was clearly no brush up or down. I tried the "edit/find brush" but that only seems to work if you have the brush number, not the cordinate, no? So, if I can't see the brush, and rogue won't delete it, how do I get rid of it? And is this an error where it will cause the map not to load when played in mohaa?

PanTera, thanks for your previous response.
Wheat
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Post by Wheat »

A lot of these cordinates are mostly at the origin too.
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Post by Wheat »

Does anyone have an idea, or am I screwed. I am making "Helm's Deep" and I spent sooooooo many hours on this that I hate to see it go to waste. Please, I am almost on my kness begging for help. What must I do to get this map workin.
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Post by lizardkid »

try finding the node at 723.00 -1712.00 -10.00 and deleting it or making sure it's not duplicated 4 times.
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Wheat
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Post by Wheat »

I am not sure what a node is, or how I can find it. But when I go to that cordinate I do not see a brush? :shock: Is there a way I can type the cordinate and it will find a brush for me?
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Post by panTera »

Your map won't go to waste because of that error but of course it's better to get rid of it.
I found the following on a mapping site:

Error:
Q. -Node without a volume / node has x tiny portals/ node with an unbound volume.

A. -Usually a problem with small brushes of 1x1 or infinite fragments, it needs to be deleted.
-You also might want to try using bobs tools to delete it, by pressing "brush cleanup". Also by using the co-ordinates given in the error you can try to find the brush and delete it that way.
---

To delete it, find the area with those coordinates and place a new brush covering that area (without touching any of the surrounding brushes). Then go to: Selection>select inside. Hit backspace. Now if any tiny/invisible brush was there it will be deleted.
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Post by Wheat »

That worked out great. Error free now! But, I used "select/select touching" and it worked. I was then able to compile my map with a hole in my sky box. I still can't get it to compile the long and propper way though. The second VIS step will never finish: with each percent increase the time increases dramatically. I believe I have every brush that is possible detailed. And all the brushes you won't see have caulk on it. So, this is going to be a bummer, i think?
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vis data

Post by tltrude »

How much vis data does it say there is? Using the "-fast" option for the vis compile should help, but if you have over 1Mb of vis data, it will still take some time. Rebooting your computer before starting the compile will help too--the editor screws up memory and doesn't refresh it when you close it.
Tom Trude,

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Jack Ruby
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Post by Jack Ruby »

I have no clue how to get the damn quote thing working but Wheat you said :

I believe I have every brush that is possible detailed. And all the brushes you won't see have caulk on it.

Now I am not sure if you know about detail brushes, not everything should be detail, all brushes that can block your view should be structural eg. floors, walls and ceilings should for the most part remain structural. Internal walls can sometimes be made detail with no issues but walls that block sight or seal off a place should be structural.

So be careful, details should be detail brushes, its all in the description DETAIL !
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
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panTera
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Post by panTera »

@Jack Ruby:
Just press the quote button next to the post of the one you want to quote and delete the text you don't need.
Or use the other quote button on the Post Reply page, and add: ="name" so you'll get [quote="name"]...[/quote]
That's all :wink:
Wheat
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Post by Wheat »

I was thinking of using the fast compile option, but is that a good thing to do for the final product? I mean, does it leave out certain information? Or will it be exactly the same if i did not use fast vis?

I am also pretty sure that i'll the brush that i have selected detailed should be detailed.

(thanks for the quick reply!)
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