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Posted: Thu Aug 25, 2005 5:17 pm
by Cobra
Sorry but it doesn't work yet :(

It will compile the map ofcourse with fixes etc but not the lights.

I have a dark map ( Ambientlight 14 14 14 ) and i will add some lights but when the compile is finnished, the map looks regular with no dark in it.

light

Posted: Fri Aug 26, 2005 3:50 am
by tltrude
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.

Posted: Fri Aug 26, 2005 8:46 am
by Cobra
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.

Posted: Fri Aug 26, 2005 8:14 pm
by Cobra
I dont know exacly how it comes.

He don't create logfiles and dont compile the map in the real light option.

I follow your intructions above but he load over and over again the wrong light. Well, you said: Leaks in the sky. You mean, wrong brushes or?

Mohaa

Posted: Fri Aug 26, 2005 8:36 pm
by tltrude
Use the compilers in MOHAATools, not the ones in Spearhead SDK. Change it in Mbuilder.

--------------------------------------------------------------------------
Game directory:
C:\PROGRAM FILES\EAGAMES\MOHAA

Compiler directory:
C:\PROGRAM FILES\MOHAATools

Map Source directory:
C:\PROGRAM FILES\EAGAMES\MOHAA\main\maps\tltrude
--------------------------------------------------------------------------

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".

Posted: Sat Aug 27, 2005 9:11 am
by Cobra
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.

When i used regular:

-v

-fast

Looks it like this:

Code: Select all

  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    1 unique shaders
 248293 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    6 emited drawsurfs
    6 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 7 ###############
----- PatchMapDrawSurfs -----
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6316 faces from 6316 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     0 axial edge lines
     0 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    0 unique shaders
 248293 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    0 emited drawsurfs
    0 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 8 ###############
----- PatchMapDrawSurfs -----
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6316 faces from 6316 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     0 axial edge lines
     0 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    0 unique shaders
 248293 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    0 emited drawsurfs
    0 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 9 ###############
----- PatchMapDrawSurfs -----
    5 patches
    1 patch LOD groups
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6321 faces from 6321 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     3 axial edge lines
     0 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    2 unique shaders
 248353 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    5 emited drawsurfs
    5 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 10 ###############
----- PatchMapDrawSurfs -----
    5 patches
    1 patch LOD groups
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6326 faces from 6326 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     3 axial edge lines
     0 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    2 unique shaders
 248413 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    5 emited drawsurfs
    5 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 11 ###############
----- PatchMapDrawSurfs -----
    5 patches
    1 patch LOD groups
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6331 faces from 6331 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     3 axial edge lines
     0 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    2 unique shaders
 248473 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    5 emited drawsurfs
    5 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 12 ###############
----- PatchMapDrawSurfs -----
    5 patches
    1 patch LOD groups
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6336 faces from 6336 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     2 axial edge lines
     1 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    2 unique shaders
 248533 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    5 emited drawsurfs
    5 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 13 ###############
----- PatchMapDrawSurfs -----
    5 patches
    1 patch LOD groups
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6341 faces from 6341 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     2 axial edge lines
     1 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    2 unique shaders
 248593 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    5 emited drawsurfs
    5 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
############### brush model 14 ###############
----- PatchMapDrawSurfs -----
    5 patches
    1 patch LOD groups
----- ClipSidesIntoTree -----
----- MergeSides -----
Removing extraneous vertices...
 (0.00) seconds.
Merging faces...
 0.0% fewer faces -- 6346 faces from 6346 (0 removed)
----- SubdivideDrawSurfs -----
----- FixTJunctions -----
     2 axial edge lines
     1 non-axial edge lines
    40 degenerate edges
  4587 verts added for tjunctions
 29927 total verts
  5088 naturally ordered
  1020 rotated orders
   208 can't order
--- AllocateLightmaps ---
    2 unique shaders
 248653 exact lightmap texels
 573440 block lightmap texels
----- FilterDrawsurfsIntoTree -----
    5 emited drawsurfs
    5 references
 6035 stripfaces
  281 fanfaces
--- EndModel ---
===== Smoothing normals =====
c:\progra~1\eagame~1\mohaa\main\maps\obj\bastognefix is using 35 lightmaps.
Writing c:\progra~1\eagame~1\mohaa\main\maps\obj\bastognefix.bsp
Writing c:\progra~1\eagame~1\mohaa\main\maps\obj\bastognefix.vis
   39 seconds elapsed

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

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj>"C:\PROGRA~1\MOHAAT~1\MOHAAT~1\Q3map.ex
e" -vis -fast  -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\ma
in\maps\obj\bastognefix.map
---- vis ----
fastvis = true
----- FS_Startup -----
----------------------
26842 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.bsp
vis_derived = 0
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.prt
  1851 portalclusters
  5805 numportals
  6432 numfaces
visdatasize:429440
 (56.49) seconds.
creating leaf vis...
WARNING: Leaf portals saw into leaf:
Average clusters visible: 1340
writing C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.bsp
writing C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.vis
 59.0 seconds elapsed

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

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj>"C:\PROGRA~1\MOHAAT~1\MOHAAT~1\MOHlight
.exe"  -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\
obj\bastognefix.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26842 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.bsp

************ ERROR ************
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.bsp is not a BSP file

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

Posted: Sat Aug 27, 2005 9:22 am
by jv_map
Hmm are you maybe using the spearhead version of q3map and then the mohaa version of mohlight? :?

Posted: Sat Aug 27, 2005 9:24 am
by Cobra
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?

I can try to do the EXACLY same things.

Posted: Sat Aug 27, 2005 4:14 pm
by tltrude
Well, this is why the light compile fails.

======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26842 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\bastognefix.bsp

************ ERROR ************
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\obj\.bastognefix.bsp is not a BSP file


In your log it says you are using this path to the bsp/vis compiler.

C:\PROGRA~1\MOHAAT~1\MOHAAT~1\Q3map.exe

That is not right as there should only be one MOHAATools folder. Perhaps you should delete the spearhead SDK and use only the MOHRadiant editor.

-----------------------------------------------------------------------------

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".

Posted: Sun Aug 28, 2005 1:13 pm
by Cobra
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.

models

Posted: Sun Aug 28, 2005 6:34 pm
by tltrude
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).

Posted: Mon Aug 29, 2005 8:55 am
by Cobra
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?

Thanks

leak

Posted: Mon Aug 29, 2005 6:08 pm
by tltrude
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.

{
"ambientlight" "14 14 14"
"classname" "worldspawn"
// brush 0
{
etc...

Here is one from a stock map.

// Entity #0
{
"map_time" "Mon Nov 26 20:26:37 2001"
"ambient" "35"
"ambientlight" "5.1 5.1 5.1"
"classname" "worldspawn"
"suncolor" "70 70 70"
"sundirection" "315 90 0"
"_color" "1.0 0.9 0.8"
// Brush #1
{

I don't know what "ambient" "35" does. It is from obj_team2.

Posted: Tue Aug 30, 2005 12:06 am
by panTera
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.

final

Posted: Tue Aug 30, 2005 2:44 am
by tltrude
Also, using -final for the light compile may cause blackspots on your patch mesh hills. At least it did when I tried it.