If the map is bright, the light compile is failing. There must be an error. An error with the bsp or vis compiles can cause the lighting compile to be skipped too. Check the skybox for leaks (file/pointfile) because a leak will cause vis to fail.
Bounce 0 turns off the radiosity lighting, so is not a good thing if you are testing lighting.
You can make a log of the compilers to search for errors.
In MBuilder:
Click on "change" and put the additional code lines after your compile options. The text file can have any name you wish.
-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt
-fast > C:\Documents and Settings\tltrude\Desktop\log_vis.txt
> C:\Documents and Settings\tltrude\Desktop\log_light.txt
Use the path to your desktop, of course. I have them going there so they can be trashed easily. The logs can go to any folder you like. Also, when using these logs, the details of the compilers will not be seen in the DOS window during the compile.
I used the same sky texture as you have added. I dont change/add something, and i compile the map and he dont give an error but doesnt work. You can't see the dimlights because the map is to light. I dont change something, thats the weird thing.
I have try it out with the orginal fixed map what you send me, and this doenst work too, and i use the same options what you have used.
This is the hard part i think for me, but i really appriciated like people to help you out.
It is very easy to move a skybox brush by mistake, but it sounds like that is not the problem. To make a log, the options window must have the ">" symbol and spaces. I hope you did not use "\tltrude\Desktop", or you will have new folders in "Documents And Settings".
I have follow your instructions and read it over and over again but it doesnt work yet. Im not happy to tell this but i cant find my own problem. I follow step to step your instructions.
Iam sure it is one problem. Its only the light compiling, i have to add some mroe dimlights, after this i have to fix the //round waitill start and the map is done.
I have made the map with the Spearhead SDK indeed. Is compiling nessesery with the same SDK or the MOHAA SDK?
Mbuilder directorys:
BSP Option: -v
VIS Option: -fast
Gamedirectory:
C:\PROGRA~1\EAGAME~1\MOHAA
Compiler Directory:
C:\PROGRA~1\MOHAAT~1\MOHAAT~1 ( Mohtools )
Map Source Directory:
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj
I open my map with the regular Mohaa SDK and cant read some objects because i have build the map with the Spearhead SDK. But i open my map with the regular Mohaa and add some dimlights to the fixed ( Your ones tltrude ) map. I add 1 dimlight for the test but the compiler doesnt work, look above for the compile details. I have try it out with the Mohaa directory and the same things arrived.
Well, what you have used exacly for directorys and lights tltrude?
Also, it would be better if you store your map files in another folder like I do (see path below). Doing that will keep all the garbage files away from the game.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude
After the compilers are finished making the bsp, you can move it to the maps/obj folder for testing. MBuilder can also make a copy and put it in the objectives folder for you--if you set it in "other options".
It was a great testing yesterday, everything works and the admosphere is much better with the dim lights. Great work !
My map is Objective but it doesnt stay in the Objective maplist. I have to create an Deticated server to work, but thats not a problem.
Only in the regular Mohaa is stay in the Objective match maplist in the game.
Btw, i got an weird error's when i scroll to a special place in the map with radiant. He cant read something i guess. I have made a screenshot, look here.
You have to many models in your map (600) and when the editor trys to draw them all for one view, it crashes. You might try a different View > Render Quality setting. But, it would be better for gameplay to reduce the number of models. You might start by removing the ones that show errors in the game (console).
I have removed some objects what the console showed. And he works fine now.
Im finnished and i will compile my map to the final version, what are the best options to do the final compiling?
I try:
BSP:
-fulldetail
VIS
Emty
LIGHT:
-final
Im at 30% now after a long time and before i start he give a warning message that he cant read some objects, i think thats not a big problem because it happends more with compiling before. But enyway: I got this error too:
Warning: Entity of type "light" leaked.
Is a leaked a same things as a wrong brush?
Cand the last thing: I can't open my map enymore because i have delete the worldspawn, is it possible to add the ambientlight manual in the .map file?
Those light leak errors can be ignored--if there is no poitfile.
Yes, you can open the .map file with Notepad. You can set .scr files to open with Notpad under windows filetype settings. The top of the page should look something like this.
I believe "ambient" only affects the playermodels' brightness(?). Not sure though... it probably does nothing.
Cobra wrote:I have deleted the worldspawn
Hehe, I didn't know that was possible? But yes, as Tltrude said you can add worldspawn settings in a texteditor.
By the way, I don't think it's a good idea to compile the map with -fulldetail
Because this will make every brush in your map a Detail brush. Better leave the BSP stage empty.