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Posted: Tue Apr 11, 2006 5:13 pm
by tltrude
You can fix all this right in the text file.

Remove "angle" "0" and replace it with "ambientlight" "20 20 20" and add "suncolor" "65 65 65".

{
"suncolor" "65 65 65"
"ambientlight" "20 20 20".
"classname" "worldspawn"
// brush 0


Remove entity 1, but make sure you get it all using the two brackets as a guide { }.

// entity 1
{
"ambientlight" "20 20 20"
// brush 0
bla bla
}


Then save it as a .map file--you can do this to a copy if you are worried. Now compile it and you'll have light.

Posted: Tue Apr 11, 2006 5:55 pm
by neillomax
ok, tom, I tried that, and now the map will not load in radiant. I tried un-doing the change and it still doesn't load. I'm sure I have some kind of a backup under a different name, and will work on it a little more.

The .map file is still in the dm folder, and it says 1.5meg, or whatever, so it's probably a syntax error of some sort.

If I get too aggrevated, I'll post the file over at tmt, if it's not too big, and if you guys want a look, I'll put the connection here. Hate putting my stuff up. I don't do this because I want extra work ya, know.........lol

Will also try what rookie1 suggested. Don't have anything to lose at this point.

Gotta stop working on it now, have lots to do. get back later .thanks

Posted: Tue Apr 11, 2006 10:04 pm
by LeadHead
I worked a little on the map file that you sent me. There is no real good news or bad news to report, its basically neutral. Here's what I mean:

Good Things:
1) Am able to save and open the map file fine (not a big deal, but you said that you couldn't save the map for some reason).
2) Fixed a massive leak that must have been the result of the map not saving or something, because you said it worked fine for you.
3) Was able to compile map with ambientlight. I didn't really do anything to fix this, it just worked the first time.
4) Replaced all 'blank_lightmap' and 'notexture' textures with caulk textures (I did this by using the find/replace texture function in the editor, not by editing the file with notepad). This helped to be able to compile the map without anything abnormal (before it would say "!#!#! 'textures/notexture' : Shader has no surface type specified!" and the such).
5) Looked at some brushes that showed up in the mbuilder window as having duplicate planes and stuff like that. Went to each brush and deleted/repaired/etc. it.
6) Was getting some "Floatplane: bad normal," "Duplicate plane,"and a few other errors in the compiler, but after my brush remedying I am able to compile the map with no errors or anything strange.
7) Was able to delete that strange blue box that you mentioned earlier.
8) A few other little things that I can't remember or aren't worthy of being mentioned right now were done to help things slightly.

Bad Things:
1) You still fall through the map. :?
2) I also cannot make a detail brush. :?

Observations:
1) Only the brushes ingame are not solid. Terrain and entities are both solid, so you can walk around on those.

Suggestions/Things I Will Try Later:
1) Seeing as entities are solid, perhaps every single brush in the map can be made into a script_object and then can be walked upon. Unfortunately, I don't think shadows or anything like that will be placed on script_objects, so that might make everything look less realistic.


That's all (or most of it) for now. I'll keep trying but now I have other things to do.

Posted: Tue Apr 11, 2006 10:19 pm
by neillomax
Replaced all 'blank_lightmap' and 'notexture' textures with caulk textures (I did this by using the find/replace texture function in the editor, not by editing the file with notepad). This helped to be able to compile the map without anything

Didn't know about that find/replace thing.... and didn't notice noteture/texture either.

I only found 3 leaks... all had to do with player starts... you're one up on that.

I got the map file to load. Can't get ambient to work yet. Still fall through everything.

Whats the "magic cure" for finding duplicate brushes ?

I can't get detail to work either. Justr tried again before coming here.


Thanks alot.

I'm still futzin with it, but you're doing better than me.

I just found that little box in radiant for duplicate brushes. Where do you find the info, and what do you type in each of those boxes ?


TOM: tried to use the script above, but it still didn't work for me. It's probably on my end, but I haven't given up yet.

Posted: Wed Apr 12, 2006 12:30 am
by LeadHead
neillomax wrote:Whats the "magic cure" for finding duplicate brushes ?

...

I just found that little box in radiant for duplicate brushes. Where do you find the info, and what do you type in each of those boxes ?
What "little box" are you referring to? Do you mean the "Find Entity / Brush" box? And I don't know of any real magic cure. All I did was read some of the text during the first stage of the compile.

Well here is how I find out the problem brush.

Image

Obviously, brush 1190 has got some problems. To find the brush in the editor go to "Edit" > "Find Entity / Brush..." and type in the proper info, like so:

Image

and it will find the brush.

I hope that's what your looking for... :roll:

Posted: Wed Apr 12, 2006 12:47 am
by neillomax
Old stupid me, was trying to work on one of the old .map files for this map, thats one of the reasons the ambient light wouldn't work when i copied and pasted. there was a typo also, A ( . ) at the end of 20 20 20, caught it though. Also got a little confused because I couldn't find the "entity 1" thing..... the .map file didn't have one so I couldn't remove it........ now I'm blind from reading so much......LOL

So now I have ambient light, got a few mistakes taken care of, am learning more each time I come back to this site to get more info....... GREAT.......

on to the next thing...... thanks
[/b]

LeadHead:

Yes, I was doing that about a half an hour or so ago. It either doesn't can't find them all, or they are small and I didn't see them.... still workin on it though.

Plugin

Posted: Wed Apr 12, 2006 1:06 am
by tltrude
There is a plugin that removes duplicate planes. Un-zip it and put the files in the plugins folder of the editor. They should show up as "Roque Brush Repair" under the plugins menu.

http://pages.sbcglobal.net/tltrude/Temp/plugins.zip

Posted: Wed Apr 12, 2006 2:47 am
by LeadHead
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Neillomax and LeadHead: 1
Evil Map Error: 0

That was pretty crazy. I've never seen anything like that before. There was an error in the map file (everything in the editor looked normal but I had to edit the file with notepad to finally fix it). I really can hardly believe that I actually figured it out. Unfortunately, I don't have time to explain it now (my parents don't usually let me stay up this late on school nights). Tomorrow I will explain how I did it. I'll email you the fixed map file tonight and you can go at it tomorrow.

Good luck!

Posted: Wed Apr 12, 2006 3:18 am
by neillomax
Now that you mention it, when I was going over things to delete, before I ended up un-installing AA and SH, and the SDK, and re-installing everything, there was a folder on my desktop called evil textures. Must have been something I downloaded, and it infected my game. I looked at a couple of textures in that, and they looked too dark to see. Hope your stuff wasn't effected. To be honest, I never thought anything of it. Maybe or maybe not the correct assesssment. Can't wait to here it.


Edit: I just recompiled, and had a run through it. I can see some of the things you did to it, but don't worry, I'll fix it...lol. Glad to see the dam thing up and running again.

ok,it's midnight, I can goto sleep with happy thoughts. Will catch up tommorrow.

Posted: Wed Apr 12, 2006 7:18 pm
by LeadHead
Yea sorry I just changed a few things to make it a little simpler for me. And no that evil texture thing didn't affect me at all. But here's an abridged version of my quest to fix the corrupt map:


To fix the leak (one of the first things I did), I put a big box around the map. When I compiled and tested the map, I fell through the ground and everything, but I didn't fall through the bottom of the skybox that I made (this should have clued me in, but at the time it just went right over my head). After monkeying around with other things for a few hours, I had no luck and decided to call it quits for a while.

Then when I was taking a shower last night, it hit me. I noticed that any brush that I added to the map was solid. So then I went into the map file with notepad and compared the brushes that I made with the nonsolid ones. Everything looked the same, and that confused me a little bit. But then I looked at the brushes position in the text file, and then I figured it all out.

Image

The problem was all because of that "1" in the entity box. Here is an excerpt from the naughty file (after I messed around with the map a bit). FYI, the "~"s represent a gap that I edited out so it would be shorter.

Code: Select all

{
"ambientlight" "20 20 20"
"classname" "worldspawn"
// brush 0
{
( -904 1816 0 ) ( -952 1816 0 ) ( -952 1792 0 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -952 1792 192 ) ( -952 1816 192 ) ( -904 1816 192 ) general_structure/conc_rough2 0 -16 0.00 1 1 0 65536 0 
( -952 1792 192 ) ( -904 1792 192 ) ( -904 1792 0 ) general_structure/conc_rough2 0 -64 0.00 1 1 0 65536 0 
( -728 1792 192 ) ( -728 1816 192 ) ( -728 1816 0 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -904 1816 192 ) ( -952 1816 192 ) ( -952 1816 0 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -952 1816 192 ) ( -952 1792 192 ) ( -952 1792 0 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -952 1792 184 ) ( -924 1816 188 ) ( -896 1792 192 ) general_structure/conc_rough2 0 -16 0.00 1 1 0 65536 0 
( -848 1792 192 ) ( -788 1816 184 ) ( -728 1792 176 ) general_structure/conc_rough2 0 -16 0.00 1 1 0 65536 0 
}
// brush 1
{
( -3128 2816 -120 ) ( -3136 2816 -120 ) ( -3136 2808 -120 ) mp_subpen/subpen 0 0 0.00 1 1 0 276 0 
( -3120 2808 1016 ) ( -3120 2816 1016 ) ( -3112 2816 1016 ) mp_subpen/subpen 0 0 0.00 1 1 0 276 0 
( -3400 2808 -112 ) ( -3392 2808 -112 ) ( -3392 2808 -128 ) mp_subpen/subpen 0 0 0.00 1 1 0 276 0 
( 3768 2024 -112 ) ( 3768 2032 -112 ) ( 3768 2032 -128 ) mp_subpen/subpen 0 0 0.00 1 1 0 276 0 
( -3128 2816 -112 ) ( -3136 2816 -112 ) ( -3136 2816 -128 ) mp_subpen/subpen 0 0 0.00 1 1 0 276 0 
( -3128 2824 -112 ) ( -3128 2816 -112 ) ( -3128 2816 -128 ) mp_subpen/subpen 0 0 0.00 1 1 0 276 0 
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// brush 8
{
( -1352 -1480 584 ) ( -1584 -1480 584 ) ( -1584 -1712 584 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1584 -1712 592 ) ( -1584 -1480 592 ) ( -1352 -1480 592 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1592 -1760 592 ) ( -1360 -1760 592 ) ( -1360 -1760 424 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1352 -1712 592 ) ( -1352 -1480 592 ) ( -1352 -1480 424 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1352 -1480 592 ) ( -1584 -1480 592 ) ( -1584 -1480 424 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1584 -1480 592 ) ( -1584 -1712 592 ) ( -1584 -1712 424 ) common/caulk 0 0 0.00 1 1 0 65696 0 
}
}
// entity 1
{
"ambientlight" "20 20 20"
// brush 0
{
( -1152 -816 440 ) ( -1156 -816 440 ) ( -1156 -1236 440 ) algiers/wh_algierset_conc1b -60 -288 90.00 1 1 0 65536 0 
( -1156 -1236 448 ) ( -1156 -816 448 ) ( -1152 -816 448 ) algiers/wh_algierset_conc1b -60 -288 90.00 1 1 0 65536 0 
( -1156 -1236 448 ) ( -1152 -1236 448 ) ( -1152 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -1152 -1228 448 ) ( -1152 -808 448 ) ( -1152 -808 440 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1152 -820 448 ) ( -1156 -820 448 ) ( -1156 -820 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -1156 -816 448 ) ( -1156 -1236 448 ) ( -1156 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
}
// brush 1
{
( -136 -816 440 ) ( -140 -816 440 ) ( -140 -1236 440 ) algiers/wh_algierset_conc1b -60 -280 90.00 1 1 0 65536 0 
( -140 -1236 448 ) ( -140 -816 448 ) ( -136 -816 448 ) algiers/wh_algierset_conc1b 0 -64 90.00 1 1 0 65536 0 
( -140 -1236 448 ) ( -136 -1236 448 ) ( -136 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -136 -1228 448 ) ( -136 -808 448 ) ( -136 -808 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -136 -820 448 ) ( -140 -820 448 ) ( -140 -820 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -140 -816 448 ) ( -140 -1236 448 ) ( -140 -1236 440 ) common/caulk 0 0 0.00 1 1 0 65696 0 
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I noticed that something was fishy when there were 8 sections that all said "brush 8." The brushes that were at the top of the script were the ones that I added, and were the solid ones. Every other brush in the map was not solid. I determined that the problem was because all of the brushes after "//Entity 1" were classified as some kind of entity and were thus not solid. I just basically moved things around a bit and removed unnecessary things so that every problem brush was before that "Entity 1," and it worked. There were a few other things I did too but they probably aren't worth mentioning.

But yea now you can make them detail and whatever. It was kind of funny when I tried to compile the map with the new file without first making any brush detail, and the vis datasize was about 801,000, so I went back and made lots of things detail. This only took it down to like 270,000, but with fast vis compile it wasn't too painful.

That's the gist of it, I have to go now so I'll answer any questions later.

Posted: Wed Apr 12, 2006 9:07 pm
by neillomax
I tried removing entity 1, and surrounding parts of the script today, in a different version of the map. Didn't work for me. Must have made a mistake somewhere.

Could you be more candid please ? I appreciate what you did, but I also need to do this for myself because of all the aggrevation. I still feel like this thing "beat" me and I don't like it.

I also made a big square skybox around it and didn't fall through. but not being as good on the "uptake", lol, as you, I didn't monopolize on it. As far as the script object thing, I'm still learnin.

You better not be a freakin 12 year old...............lol

Posted: Wed Apr 12, 2006 10:28 pm
by LeadHead
:lol:

No, I'm not 12. I'm 16, which is still pretty young, but I guess that's a little better than being 12.


Here's clearer instructions on how I fixed it.

This is a piece of the original file (the corrupt one) that you sent me, the only thing that has been changed is that the small blue box has been removed and the blank_lightmap and notexture textures have been replaced with caulk:

Code: Select all

{
"classname" "worldspawn"
}
// entity 1
{
"ambientlight" "20 20 20"
// brush 0
{
( -1152 -816 440 ) ( -1156 -816 440 ) ( -1156 -1236 440 ) algiers/wh_algierset_conc1b -60 -288 90.00 1 1 0 65536 0 
( -1156 -1236 448 ) ( -1156 -816 448 ) ( -1152 -816 448 ) algiers/wh_algierset_conc1b -60 -288 90.00 1 1 0 65536 0 
( -1156 -1236 448 ) ( -1152 -1236 448 ) ( -1152 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -1152 -1228 448 ) ( -1152 -808 448 ) ( -1152 -808 440 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1152 -820 448 ) ( -1156 -820 448 ) ( -1156 -820 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -1156 -816 448 ) ( -1156 -1236 448 ) ( -1156 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
}
// brush 1
etc...............

Here is the same part of the file, but after I edited it to make it work:

Code: Select all

{
"ambientlight" "20 20 20"
"classname" "worldspawn"
// brush 0
{
( -1152 -816 440 ) ( -1156 -816 440 ) ( -1156 -1236 440 ) algiers/wh_algierset_conc1b -60 -288 90.00 1 1 0 65536 0 
( -1156 -1236 448 ) ( -1156 -816 448 ) ( -1152 -816 448 ) algiers/wh_algierset_conc1b -60 -288 90.00 1 1 0 65536 0 
( -1156 -1236 448 ) ( -1152 -1236 448 ) ( -1152 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -1152 -1228 448 ) ( -1152 -808 448 ) ( -1152 -808 440 ) common/caulk 0 0 0.00 1 1 0 65696 0 
( -1152 -820 448 ) ( -1156 -820 448 ) ( -1156 -820 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
( -1156 -816 448 ) ( -1156 -1236 448 ) ( -1156 -1236 440 ) algiers/wh_algierset_conc1b 0 -64 0.00 1 1 0 65536 0 
}
// brush 1
etc.............

The only thing that you need to be looking at are the first few lines in the screwed up file. I believe that in this case all you need to remove are lines 3, 4, and 5. Then save the file and open it in MOHradiant. If you can make brushes detail, then it should be ok. Save the file again and you should be ready to compile.

I hope that's a bit clearer.

Worldspawn

Posted: Wed Apr 12, 2006 11:55 pm
by tltrude
Maybe, you just need to know what "Worldspawn" is. Basically it is every brush in the map that has not been turned into an entity. This includes the skybox, LOD Terrain, patch mesh, all walls, buildings, cliffs, hills, rocks, stones, etc... It does not include entities like func windows, func doors, trees, script objects, triggers, vehicles, etc... So, that first bracket at the top is where worldspawn starts and the end bracket should be just above where the entities begin--near the bottom of the page.

Each brush in worldspawn also has its own set of brackets. All the stuff, inside the brush brackets, tells the editor and the compilers what, where, and how the brush will be drawn, and how it will interact with the players in the game.

Each entity will also have its own open and close brackets. But some entities (doors and windows for example) will also have brushes inclosed in brackets.

Any line that stars with "//" will be ignored by the editor and is just a comment.

So, you should be able to see now that misplaced brackets caused most of your problems. I can only guess how they were misplaced, but one posibility is that adding the ambientlight key/value to an entity caused the editor to think it was part of worldspawn!

Hope that helps.

Posted: Thu Apr 13, 2006 2:31 am
by neillomax
I have just sat down and re-did the original .map file, looking over LeadHeads last post, and reading over Toms last post, and got the darn thing to work, even with my crappy, leak ridden skybox still on it.... lol, L_H will know what I mean.

The problem I was having with the code was, first of all, not removing enough, not removing "empty" lines between things, not removing enough of those ( } ).

If you guys want a quick look at screen shots, 1 day after start, I think they were ( has changed a little since then ), heres the link

http://www.modtheater.com/forum/showthread.php?t=28392


Thanks to you both

and thanks to you both I learned alot.... like don't give up my day job ..lol


I inadvertantly deleted one of my PM, and kept the one without the info, if you would please repost it so I can copy and save it........ ? thank you

light

Posted: Thu Apr 13, 2006 4:32 am
by tltrude
You really should work on the lighting as you build and test the map. It takes a lot of tweaking and recompiling to get the light looking good.