My coronas have disappeared!
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My coronas have disappeared!
I have been building a map for now for about a month. I have 407 point lights thus far, and all have a corona in the .map file. In fact it is the static orange corona. Anyhow all was fine up until about 3 days ago. All of a sudden I noticed that NONE of my coronas were showing in the compiled map. I am one to map a little then compile and see how it looks. Map a little more and then do it again.
These are my mbuilder compile options..
BSP
-v
VIS
-v
LIGHT
-v -fast
I have used these settings for years now and never had a problem, but all of a sudden all my coronas are not showing. They are physically there in the map and there are no errors whatsoever being generated during compile except for 2 brushes using mixed type for fence which I purposely did and know why.
I have tried deleting a few coronas and adding new ones and doing the compile again, still even the newly created coronas are not shown. I loaded other maps to make sure I could still see coronas and yes they work in other maps.
Any ideas as to what may cause all of my coronas to suddenly not be shown in my compiled map?
G3mInI
These are my mbuilder compile options..
BSP
-v
VIS
-v
LIGHT
-v -fast
I have used these settings for years now and never had a problem, but all of a sudden all my coronas are not showing. They are physically there in the map and there are no errors whatsoever being generated during compile except for 2 brushes using mixed type for fence which I purposely did and know why.
I have tried deleting a few coronas and adding new ones and doing the compile again, still even the newly created coronas are not shown. I loaded other maps to make sure I could still see coronas and yes they work in other maps.
Any ideas as to what may cause all of my coronas to suddenly not be shown in my compiled map?
G3mInI
Nope no errors of the like.... is there a maximum amount of coronas or rather entities that can be used in a mohaa map? Giving the 407 lights... that would be one light fixture, 1 corona, and 1 light entity for each..right there that's 407x3. Then some of these lights are spot lights adding yet another light entity. I also have quite a few static furniture models. Yet no errors at all.
In the scrolling status message area, it says...
7875 brushes
1241 entities
Yet in the status bar at the very bottom it says...
Brushes: 7875 Entities: 980 ToLight:0
Not sure if thats an issue or not but I figure the more info I post the better chance I have to resolving this.
G3mInI
In the scrolling status message area, it says...
7875 brushes
1241 entities
Yet in the status bar at the very bottom it says...
Brushes: 7875 Entities: 980 ToLight:0
Not sure if thats an issue or not but I figure the more info I post the better chance I have to resolving this.
G3mInI
error
Open your .map file with Wordpad and see if the corronas are still there. If they are, there is an error in the the .map file text that is causing them not to be read by the compilers.
I had entities vanish when I added quotes to a trigger message value. Everything below the trigger, on the .map text page, was missing in the compiled bsp.
Also, you can look at edit/entity info to see if the corronas are listed.
I had entities vanish when I added quotes to a trigger message value. Everything below the trigger, on the .map text page, was missing in the compiled bsp.
Also, you can look at edit/entity info to see if the corronas are listed.
An update on this situation. I did what u said tltrude and they are listed in the entity info in radiant, and they are physically there in the .bsp when viewed with wordpad.
If I go into mohaa and start a game and choose my map, the coronas are not there.. none of them anywhere.
If I start up a server on my pc with the map in question loaded. Then join that game via the lan connection screen, all coronas are there and visible as they should be.
What is the reason for this? Why do they not show when I run a simple test of my map, yet they show when I connect to it via a local lan connection?
G3mInI
If I go into mohaa and start a game and choose my map, the coronas are not there.. none of them anywhere.
If I start up a server on my pc with the map in question loaded. Then join that game via the lan connection screen, all coronas are there and visible as they should be.
What is the reason for this? Why do they not show when I run a simple test of my map, yet they show when I connect to it via a local lan connection?
G3mInI
I had the same thoughts actually... so I removed every single custom skin and map and mod except for the pk3 of the map file I am currently building...still no coronas.
Realize too... that as I was buiding this map the coronas were there. This occurred all of a sudden during a compile after adding a section of walls and lights with coronas. I have tried removing the coronas and the lights, and adding just 1 light and 1 corona, compile, still no corona...
I built a tiny 1 room map with same light fixture (bunker cagelight) and a corona and a light, compiled, worked like a charm. So there is something in my current .map file that is causing a problem. Yet only a problem when I run it from the mohaa.exe. If I run the map from the mohaa_server.exe and connect, it's fine. Same machine by the way. I only have 1 pc. When I create the server, it's on the same machine that I use for everything.
A very odd set of circumstances if you ask me.
I am going to continue forward with the map building since I know it will work when I post it for download.
If someone is willing to look at the map file and check it out then shoot me a pm or email...and I will send it.
G3m
Realize too... that as I was buiding this map the coronas were there. This occurred all of a sudden during a compile after adding a section of walls and lights with coronas. I have tried removing the coronas and the lights, and adding just 1 light and 1 corona, compile, still no corona...
I built a tiny 1 room map with same light fixture (bunker cagelight) and a corona and a light, compiled, worked like a charm. So there is something in my current .map file that is causing a problem. Yet only a problem when I run it from the mohaa.exe. If I run the map from the mohaa_server.exe and connect, it's fine. Same machine by the way. I only have 1 pc. When I create the server, it's on the same machine that I use for everything.
A very odd set of circumstances if you ask me.
I am going to continue forward with the map building since I know it will work when I post it for download.
If someone is willing to look at the map file and check it out then shoot me a pm or email...and I will send it.
G3m
When I sit down and fiddle with map making, I will do little work and save the map, compile, then do a little mapping and save it under a slightly different name, ( or ver ), then recompile, and then map more, saving it again either under the first or second name. Doing that, I can catch my mistakes as they arise. This may have helped you as you were working........good luck
Try deleting a few coronas; too many can interfere with the whole scale of things. I once had too much of a type of grass which made my coronas dissapear, and also made some of my meshes apear as the textures in the common directory
oh yeah, and it also managed to do http://i.1asphost.com/Mjmaps/OhDear.jpg
Do not underestimate the power of random MoH errors
oh yeah, and it also managed to do http://i.1asphost.com/Mjmaps/OhDear.jpg
Do not underestimate the power of random MoH errors


spawn
Try spawing a corona in the script to see if it shows up in both game modes.
You can use a coordinate for the origin--rather than an object's origin as it is above.
level.fire1.origin = ( 255.98 -672.01 8.08 )
Code: Select all
level.fire1 = spawn script_model model "static/corona_orange.tik" scale "2.0"
level.fire1.targetname = "fire1"
level.fire1.origin = $rocket1.origin + ( 0 0 -8 )
$fire1 bind $rocket1
level.fire1.origin = ( 255.98 -672.01 8.08 )
As a matter of fact a section of my map is an underground area. I have 20 lights where I spawn coronas, because I have a script which will make them blink at random times... and they all work just fine. It's only the coronas that are static which are not showing when run from mohaa.exe. They show up fine when run from mohaa_server.exe.
Here is the script where I spawn the coronas for my underground area and some added random dust falling from ceiling....
This all works just fine and the coronas do show up and blink and the dust works too.
I highlighted all coronas and saved them to a prefab. Then deleted them. Then I made just one light near my spawn have a static corona. Recompiled map and not even the 1 light that should have a corona shows up. This is absolutely driving me nuts. I hate to release a map that may have potential problems. I have spent over 200 hours on this map and hate to see it come to an end for this reason.
G3mInI
Here is the script where I spawn the coronas for my underground area and some added random dust falling from ceiling....
Code: Select all
//Various effects for building1 map
//spawn some stuff
main:
thread dust_effects
level.corona1 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona1.origin = ( 1155.00 712.00 2.00 )
level.corona2 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona2.origin = ( 930.00 1704.00 2.00 )
level.corona3 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona3.origin = ( 660.00 2470.00 2.00 )
level.corona4 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona4.origin = ( 930.00 2740.00 2.00 )
level.corona5 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona5.origin = ( 1200.00 3506.00 2.00 )
level.corona6 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona6.origin = ( 930.00 3776.00 2.00 )
level.corona7 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona7.origin = ( 1156.00 3732.00 2.00 )
level.corona8 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona8.origin = ( 1200.00 3258.00 2.00 )
level.corona9 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona9.origin = ( 1200.00 3010.00 2.00 )
level.corona10 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona10.origin = ( 1156.00 2784.00 2.00 )
level.corona11 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona11.origin = ( 704.00 2696.00 2.00 )
level.corona12 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona12.origin = ( 660.00 2222.00 2.00 )
level.corona13 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona13.origin = ( 660.00 1974.00 2.00 )
level.corona14 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona14.origin = ( 704.00 1748.00 2.00 )
level.corona15 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona15.origin = ( 1156.00 1659.00 2.00 )
level.corona16 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona16.origin = ( 1200.00 1434.00 2.00 )
level.corona17 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona17.origin = ( 1200.00 1186.00 2.00 )
level.corona18 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona18.origin = ( 1200.00 938.00 2.00 )
level.corona19 = spawn script_model model "static/corona_orange.tik" "targetname" "corona" scale "1.0"
level.corona19.origin = ( 930.00 668.00 2.00 )
thread blinker
end
blinker:
while(1)
{
local.choice = (randomint $corona.size + 1)
thread blink_me local.choice
local.choice2 = (randomint $corona.size + 1)
if((local.choice2 != local.choice))
thread blink_me local.choice2
local.choice3 = (randomint $corona.size + 1)
if(((local.choice3 != local.choice)&&(local.choice3 != local.choice2)))
thread blink_me local.choice3
local.choice4 = (randomint $corona.size + 1)
if(((local.choice4 != local.choice)&&(local.choice4 != local.choice2)&&(local.choice4 != local.choice3)))
thread blink_me local.choice4
local.choice5 = (randomint $corona.size + 1)
if(((local.choice5 != local.choice)&&(local.choice5 != local.choice2)&&(local.choice5 != local.choice3)&&(local.choice5 != local.choice4)))
thread blink_me local.choice5
local.choice6 = (randomint $corona.size + 1)
if(((local.choice6 != local.choice)&&(local.choice6 != local.choice2)&&(local.choice6 != local.choice3)&&(local.choice6 != local.choice4)&&(local.choice6 != local.choice5)))
thread blink_me local.choice6
wait (randomint 4 + 8)
}
end
blink_me local.x:
$corona[local.x] loopsound m1l2b_radio2
$corona[local.x] hide
wait .1
$corona[local.x] show
wait .1
$corona[local.x] hide
wait .1
$corona[local.x] show
wait .1
$corona[local.x] hide
wait .1
$corona[local.x] show
wait .2
$corona[local.x] hide
wait .1
$corona[local.x] show
wait .1
$corona[local.x] hide
wait .1
$corona[local.x] show
wait .1
$corona[local.x] hide
wait .1
$corona[local.x] show
$corona[local.x] stoploopsound m1l2b_radio2
end
dust_effects:
while (1)
{
local.choice1 = (randomint $dust.size + 1)
thread dusting local.choice1
local.choice2 = (randomint $dust.size + 1)
if(local.choice2 != local.choice1)
thread dusting local.choice2
local.choice3 = (randomint $dust.size + 1)
if((local.choice3 != local.choice1) && (local.choice3 != local.choice2))
thread dusting local.choice3
local.choice4 = (randomint $dust.size + 1)
if((local.choice4 != local.choice1) && (local.choice4 != local.choice2) && (local.choice4 != local.choice3))
thread dusting local.choice4
wait (randomint 1 + 7)
}
end
dusting local.x:
$dust[local.x] anim start
endI highlighted all coronas and saved them to a prefab. Then deleted them. Then I made just one light near my spawn have a static corona. Recompiled map and not even the 1 light that should have a corona shows up. This is absolutely driving me nuts. I hate to release a map that may have potential problems. I have spent over 200 hours on this map and hate to see it come to an end for this reason.
G3mInI
game
Maybe it has something to do with you game option settings. Although, I can't think of any that would turn off coronas. In ths console type "cvarlist" and see if anything is hiding static models.
