basic compiling problem

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Big Bad Wolf
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basic compiling problem

Post by Big Bad Wolf »

I managed to make my first room like it (hopefully) should, but now I try compiling it with Mbuilder, but when getting into MoH:AA, I get a "localization error". it also says it couldn't find the map bbw1.bsp (the name i gave to it)..

So my question is: how do I create that bsp-file?



And another question for the near future: how do I control the name of my map in the console (e.g. obj/eaglesnest - a custom map I love btw), and how do I change the loading screen with a custom text?

tia
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Post by Green Beret »

Do a search for loading screens in the scripting section, It was just discussed there.
MBuilder makes the .BSP
So make sure the path is set to c/program files/ea games/mohaa/main/maps/dm, And the .BSP will be there after compile :wink:
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Big Bad Wolf
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Post by Big Bad Wolf »

it's strange:

I don't have MoH:AA installed in the normal directory - here's the fir list i put in MBuilder:
Game Directory: C:\Program Files\Games\MoH-AA\
Compiler Directory: C:\Program Files\MohaaTools\
Map Source Directory: C:\Programma's\Games\MoH-AA\main\maps\dm\
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and these are the other options i used:
Image

since i tried to make a dm-map out of my first room with 2 spawnpoints on opposite corners, i saved the map into mohaa\main\maps\dm (i thought it was the right thing to do)

when i check that main\maps\dm\ directory, all i see are these 3 recent files:
bbw1dm.bak
bbw1dm.map
Builder.bat

unfortunately, no .bsp-file was created :(
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At0miC
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Post by At0miC »

What does your compiler say? Any errors? If the compiler is not able to create a bsp, it will tell you. In the bsp stage, the compiler will also tell you why it can't create a bsp file (errors, bugs).
neillomax
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Post by neillomax »

I think I read something about this today. Might be a long shot, but along with the alliea and axis spawns, put in a player start. See what happens.
Big Bad Wolf
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Post by Big Bad Wolf »

this is the log i got while compiling:

Code: Select all

C:\PROGRA~2\Games\MoH-AA\main\maps\dm>"C:\PROGRA~1\MOHAAT~1\Q3map.exe"  -gamedir
 C:\PROGRA~2\Games\MoH-AA C:\PROGRA~2\Games\MoH-AA\main\maps\dm\bbw1dm.map
---- q3map ----
----- FS_Startup -----
----------------------
24817 files in pk3 files

************ ERROR ************
MAX_SURFACE_INFO

C:\PROGRA~2\Games\MoH-AA\main\maps\dm>"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis  -ga
medir C:\PROGRA~2\Games\MoH-AA C:\PROGRA~2\Games\MoH-AA\main\maps\dm\bbw1dm.map

---- vis ----
----- FS_Startup -----
----------------------
24817 files in pk3 files
reading C:\PROGRA~2\Games\MoH-AA\main\maps\dm\bbw1dm.bsp

************ ERROR ************
Error opening C:\PROGRA~2\Games\MoH-AA\main\maps\dm\bbw1dm.bsp: No such file or
directory

C:\PROGRA~2\Games\MoH-AA\main\maps\dm>"C:\PROGRA~1\MOHAAT~1\MOHlight.exe"  -game
dir C:\PROGRA~2\Games\MoH-AA C:\PROGRA~2\Games\MoH-AA\main\maps\dm\bbw1dm.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
24817 files in pk3 files

************ ERROR ************
MAX_SURFACE_INFO

C:\PROGRA~2\Games\MoH-AA\main\maps\dm>pause
Big Bad Wolf
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Post by Big Bad Wolf »

neillomax wrote:I think I read something about this today. Might be a long shot, but along with the alliea and axis spawns, put in a player start. See what happens.
tried it, same story :'(
Big Bad Wolf
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Post by Big Bad Wolf »

i just thought of something: might the problem be me having these two folders:
C:\Program Files\
C:\Programma's\

in the DOS-version they become
C:\PROGRA~1\
C:\PROGRA~2\

is it possible this gives some kind of conflict which makes the compiler malfunction?
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At0miC
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Post by At0miC »

Your compiler said: MAX_SURFACE_INFO
Remove some more custom pk3 files.

If those paths really excists, I guess it should not be a problem. Just a question, do you have MoHAA installed twice but in different folders?
Big Bad Wolf
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Post by Big Bad Wolf »

At0miC wrote:Your compiler said: MAX_SURFACE_INFO
Remove some more custom pk3 files.
i didn't think there was a limit of maps one could have, i can't really throw them away since a pal and i are experimenting with custom maps to set up a custom server, but all together those are 35 pk3's top (excl. skinpacks and crosshairs etc)

i'll try moving the files to another map, hope it works :)
At0miC wrote:If those paths really excists, I guess it should not be a problem. Just a question, do you have MoHAA installed twice but in different folders?
nope, only 1 version installed, just not in the standard folder..
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Post by Big Bad Wolf »

tnx m8 - got my very own map now, eventhough it's just a single room without any doors or windows :P :)

i've added 2 deathmatch spawnpoints, which work well when starting a FFA-match, but when starting the game in a Team match, i get back to main menu.

so if my guess is correct, to make a good DM match, i always need to add axis/allies/deathmatch spawnpoints?
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At0miC
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Post by At0miC »

Yes, you need the allies and axis spawnpoints for the TDM gameplay and the deathmatch spawnpoints for the FFA gameplay. Do not forget the player_start spawn, you just need one. Without a player_start, your map won't run in TDM.
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Post by bdbodger »

MAX_SURFACE_INFO means too many shaders from custom maps . Move some or all your custom pk3 compile your map then move them back if you need to .
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Post by Cobra »

Its just unnessesert to create a new topic so i explain my prob here.

First, can someone give me the advice to create a Spearhead map. In this case, i work on a Spearhead map and iam working with the Spearhead SDK, i also compile the maps via the Spearhead SDK. But i can also work with the Mohaa SDK and compile via Spearhead?

What is the best to create a Spearhead map? Where to compile and where to create?

Ok, i have a weird compile error what appairs when i compile the map in Mbuilder. He create the .bsp etc but when i test out the map, many thing dissapair and the screen is shaking ( Like when you out of the level, no shaders )

Here below is the Mbuilder log, included the errors, can someone give me the light how to fix it?

Thanks! :)

Code: Select all

C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\Q3m
ap.exe"  -gamedir c:\PROGRA~1\EAGAME~1\mohaa C:\PROGRA~1\EAGAME~1\MOHAA\mainta\m
aps\testjemaardeleten8.map
---- q3map ----
----- FS_Startup -----
----------------------
26567 files in pk3 files
Large Map build
===============
lightmapmindensity = 2.000000
lightmapscale = 1.000000
!#!#! 'textures/notexture' : Shader has no surface type specified!
WARNING: Could not find 'models/static/bush_winter_denseshrub.map'.
WARNING: Could not find 'models/static/bush_winter_denseshrub.map'.
WARNING: Could not find 'models/static/bush_winter_denseshrub.map'.
WARNING: Could not find 'models/static/bush_winter_denseshrub.map'.
WARNING: Could not find 'models/static/bush_winter_denseshrub.map'.
WARNING: Could not find 'models/static/bush_winter_denseshrub.map'.
WARNING: Entity 3 of type 'info_player_deathmatch' leaked
WARNING: Entity 4 of type 'info_player_start' leaked
WARNING: Entity 5 of type 'func_rotatingdoor' leaked
WARNING: Entity 17 of type 'info_player_deathmatch' leaked
WARNING: Entity 18 of type 'info_player_deathmatch' leaked
***********************************
******* no entities in open *******
***********************************
 (0.00) seconds.
 0.0% fewer faces -- 49 faces from 49 (0 removed)
 (0.00) seconds.
c:\progra~1\eagame~1\mohaa\mainta\maps\testjemaardeleten8 is using 1 lightmaps.
Writing c:\progra~1\eagame~1\mohaa\mainta\maps\testjemaardeleten8.bsp
Writing c:\progra~1\eagame~1\mohaa\mainta\maps\testjemaardeleten8.vis
    3 seconds elapsed
!#!#! 1 shaders are missing a surface type. These should be fixed!

C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>pause
Druk op een toets om door te gaan. . .

C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\Q3m
ap.exe" -vis  -gamedir c:\PROGRA~1\EAGAME~1\mohaa C:\PROGRA~1\EAGAME~1\MOHAA\mai
nta\maps\testjemaardeleten8.map
---- vis ----
----- FS_Startup -----
----------------------
26567 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\testjemaardeleten8.bsp
vis_derived = 0
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\testjemaardeleten8.prt

************ ERROR ************
LoadPortals: couldn't read C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\testjemaardele
ten8.prt


C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>pause
Druk op een toets om door te gaan. . .

C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>"C:\PROGRA~1\EAGAME~1\MOHAA\SDK\tools\MOH
light.exe"  -gamedir c:\PROGRA~1\EAGAME~1\mohaa C:\PROGRA~1\EAGAME~1\MOHAA\maint
a\maps\testjemaardeleten8.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26567 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\testjemaardeleten8.bsp
reading C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\testjemaardeleten8.vis

====== Initial Lighting ======
ambient light at (30.00 30.00 30.00)
    0 light emitting surfaces
 (0.00) seconds.
 (0.02) seconds.

====== Calc Static Models ======
0) Model: static/tree_winter_tallpine.tik
!#!#! 'static_tree5s_2' : Shader has no surface type specified!
!#!#! 'static_tree5s_3' : Shader has no surface type specified!
!#!#! 'static_tree5s_1' : Shader has no surface type specified!
!#!#! 'static_tree5ssprite' : Shader has no surface type specified!
1) Model: static/bush_winter_denseshrub.tik
!#!#! 'static_wshrub' : Shader has no surface type specified!
2) Model: static/rock_winter_medium.tik
!#!#! 'static_mrock1' : Shader has no surface type specified!
3) Model: static/rock_winter_large.tik
!#!#! 'static_lrock1' : Shader has no surface type specified!
4) Model: static/lightpost_sidemounted_winter.tik
!#!#! 'static_lantern_snow' : Shader has no surface type specified!
!#!#! 'static_hanger_snow' : Shader has no surface type specified!
!#!#! 'static_h_cross_snow' : Shader has no surface type specified!
5) Model: static/rock_winter_medium.tik
6) Model: static/lightpost_globe_winter.tik
!#!#! 'static_globe_winter' : Shader has no surface type specified!
!#!#! 'static_g_post_winter' : Shader has no surface type specified!
7) Model: static/indycrate.tik
!#!#! 'indycrate' : Shader has no surface type specified!
8) Model: static/indycrate.tik
9) Model: static/indycrate.tik
10) Model: static/indycrate.tik
11) Model: static/indycrate.tik
12) Model: static/indycrate.tik
13) Model: static/indycrate.tik
14) Model: static/indycrate.tik
15) Model: static/indycrate.tik
16) Model: static/indycrate.tik
17) Model: static/indycrate.tik
18) Model: static/indycrate.tik
19) Model: static/indycrate.tik
20) Model: static/indycrate.tik
21) Model: static/indycrate.tik
22) Model: static/indycrate.tik
23) Model: static/indycrate.tik
24) Model: static/indycrate.tik
25) Model: static/indycrate.tik
26) Model: static/indycrate.tik
27) Model: static/indycrate.tik
28) Model: static/indycrate.tik
29) Model: static/indycrate.tik
30) Model: static/indycrate.tik
31) Model: static/indycrate.tik
32) Model: static/lightpost_globe_winter.tik
33) Model: static/lightpost_globe_winter.tik
34) Model: static/lightpost_globe_winter.tik
35) Model: static/lightpost_globe_winter.tik
36) Model: static/lightpost_sidemounted_winter.tik
37) Model: static/lightpost_sidemounted_winter.tik
38) Model: static/rock_winter_large.tik
39) Model: static/bush_winter_denseshrub.tik
40) Model: static/bush_winter_denseshrub.tik
41) Model: static/bush_winter_denseshrub.tik
42) Model: static/bush_winter_denseshrub.tik
43) Model: static/bush_winter_denseshrub.tik
44) Model: static/tree_winter_tallpine.tik
Total Models Lit: 45
Total Vertecies Lit: 15861
Total Vertecies that were in Solid Leafs: 64
Data Size: 55285 bytes

====== Calc Light & Diffuse Grids ======
 (0.86) seconds.
 (0.89) seconds.

====== Compress Light & Diffuse Grids ======

====== Final Lightmap Assembly ======
 (0.00) seconds.
 (0.00) seconds.

====== Entity Lighting Lights ======

====== Write Out BSP File ======
writing C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps\testjemaardeleten8.bsp
    3 seconds elapsed

C:\PROGRA~1\EAGAME~1\MOHAA\mainta\maps>pause
Druk op een toets om door te gaan. . .
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lizardkid
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Post by lizardkid »

you need a skybox, or if you have one check to make sure nothing is outside of it.

the SDK and MBuilder are the best tools for developing spearhead, seeing as they're pretty much the only tools it goes without say :P

No, maps you make with the SDK are for MOHAA with the spearhead expansion, meaning when you compile a SH map with the SDK it will only be usable by spearhead.
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