I think compiling counts as scripting...Come help me anyway!

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
*GCC*Nigel
Second Lieutenant
Posts: 169
Joined: Sun Dec 04, 2005 5:13 am

I think compiling counts as scripting...Come help me anyway!

Post by *GCC*Nigel »

I got all the way through caulking only to find this:

Image

HelP mE!?

EDiT:

After putting SOME thought into this, I decided that all the entity stuff at the bottom is caused by something else... All the reverting is due to the map .vis being unable to get made or something...
Stein Auf
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

wo their buddy, slow down.

You might want to post only in mapping for now.
Try some of my links in my sig, like the Nemesis, start at the basics and work your way down.
There's some good tuts here as well.
/tutorials.php?category=All
"all the governments in the world are corrupt and in the hands of the Illuminati"
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Mapping

Post by tltrude »

Compiling is part of Mapping. Go back to Mapping and you'll find this forum thread at the top.

Sticky: Compiling Errors - List 'em and their solutions
Tom Trude,

Image
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

The error about the static .map files not being found is only that to make a static object have collision you make a .map file of a model made form just clip brushes and save it as a .map file ( do it with the model then delete the model ) If the compiler finds the .map file of the same name as the model in the static directory ( not sub directory ) it uses it during compile to give the model collision . A lot of the models don't have that but some do and you can do it yourself if you wanted to . Other wise you can ignore that error . The spearhead SDK has a tutorial about that if you have it .
Image
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

that's pretty nice, i didn't know about the collisions thing, has anyone ever made a pack of custom collisions for most of the commonly used things (toolbox, radio, truck, tanks) that never had them?
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

only works with static models so only if your tank is a static tank and not a vehicle . For vehicles you make your clips into a script_object and hide it under the map then have your vehicle target it that will give it collision .
Image
*GCC*Nigel
Second Lieutenant
Posts: 169
Joined: Sun Dec 04, 2005 5:13 am

Post by *GCC*Nigel »

thanks to all your great help there...

I fixed the numvisdata thanks to the guy who posted the link to the errors where I spent about an hour looking for the right one. No joke... I missed it the first time...

That fixed the group of "DOWNGRADING TO OLD ANIMATION" stuff.

I fixed the cannot find projecter, uniform, etc. by deleting them. I rock.

The lighting thing is still messed up though... goes up to 64% then goes to -64% back UP to 0... I put thought into that ... heh...

The fence thing still is screwed up!!! Help...

My map is also taking 63 hours to compile, what else can I do to make it smaller. It is MP and I'm wondering if I can't just detail EVERY SINGLE THING (except sky box, because that is one screwed up thing, mess with that you'll mess with your entire map.) How are entities factored into the vis file?

I also need a good daytime or dusk/dawn sky. My lights and sky are oposite right now.
Stein Auf
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

try setting the compiler at

v

fast

fast

got anymore errors ?
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Fence

Post by tltrude »

By "Fence masks" it means see-through textured brushes. Brushes with see-through textures can only have one texture and common "nodraw" texture. Fence mask errors are also called "Mixed Content" errors.

For example, to make a see-through grate, you would first make a frame, using metal textured brushes. Then in the center make a brush with the see-through grate texture on one face, and nodraw texture on the other five faces.
Tom Trude,

Image
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

bdbodger wrote:only works with static models so only if your tank is a static tank and not a vehicle . For vehicles you make your clips into a script_object and hide it under the map then have your vehicle target it that will give it collision .
i knew that, but i didn't know about making a .map file for it. jsut thought that was cool...

sorry for hijacking.
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
Post Reply