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Posted: Wed Feb 27, 2008 1:55 pm
by PKM
a couple problems (screenshots)*:

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*always wondered why carpet clips are ever used when using the actual carpet textures being there is a sound parm definition called simply ''carpet'' .

Posted: Wed Feb 27, 2008 2:34 pm
by mffpetergriffin
Thanks PKM. That teleport in worldspawn baffles me. That was not intentional lol.

Posted: Wed Feb 27, 2008 3:10 pm
by PKM
you probably hit an actual brush when you first attempted to enter a value for a target . i'd highlight any brush and delete that key/value .

Posted: Fri Feb 29, 2008 8:41 pm
by mffpetergriffin
Holy cow! I did some of these changes, reducing the brush sizes, got rid of a little pond/fountain thing that had a ton of little brushes in it and fixed up my skybox and the thing compiled in less that 3 minutes when it was taking hours and hours before. It is working just fine so thank you for your help.

On another topic:

My console in my playing version of MOHAA is incredibly clogged with this:
Vertex color specified for shader 'static_bspindle', but vertex colors are not valid for this model

bwirepost and bplane are also in there

I am a server admin and when I get a status it is almost immediately gone because of the spam of all these vertex things. Also, I have the localization error issue and I tried to edit the necessary file like it says to do in another post but I can't save the file for the changes to take effect. I removed the builder.bat file or whatever from this version of the game too. What can I do to get rid of this stuff?
Thanks

Posted: Sat Mar 01, 2008 12:17 pm
by Rookie One.pl
These are lighting errors which usually appear when models that need vertex lighting information (which is pre-calculated at map compilation time) are spawned by script, which means they don't get this information. Are you spawning barbed wire?

Posted: Sat Mar 01, 2008 2:17 pm
by jv_map
If I remember correctly there are some faulty barbed models in the game. Use only those from the 'static' menu, they should be ok.

Posted: Sat Mar 01, 2008 8:56 pm
by mffpetergriffin
That's the thing, I haven't done anything with these files at all. I get it when I play in our clan servers just running our stock maps. None of my maps I made have barbed wire in them so I don't know where this is coming from.

Posted: Sun Mar 02, 2008 5:15 am
by mffpetergriffin
I think I noticed today that I have the barbed wire static issues with the map The Hunt only. Is there no barbed wire in any of the other maps? (I guess Remagen has some but that is not in our rotation so that would not have come up.)

Posted: Tue Mar 11, 2008 9:30 pm
by mffpetergriffin
My previous hypothesis is incorrect. Whatever is causing this issue is really getting on my nerves. I have compared the shader file from the HD mod I have with the original one from pak0 and they are identical when it comes to the three things listed in the error messages. AAAAHHHHHH! I don't know what is doing it but I wish the demons would just leave me alone! lol

Posted: Wed Mar 12, 2008 3:34 pm
by Devil_Dog
Do you have any other mods, blood, smoke, skins for player or weapons, hud,compas,ect?
Try removeing them. If it corrects the problem, put them back in 1 at a time so you can determine wich one it is. (if any)

Posted: Wed Mar 12, 2008 5:40 pm
by mffpetergriffin
Yeah I have a lot of skins, maps, a hud mod which is a mod on a HD mod. I had some troubles with them right after I started mapping and took them out and put them in again and the problem got fixed but now I have this and the localization crap.

Posted: Wed Mar 12, 2008 6:05 pm
by Rookie One.pl
Remove the mods then. Always work on a clean copy of the game when modding - prevents loads of unpleasant surprises.

Posted: Wed Mar 12, 2008 6:14 pm
by mffpetergriffin
That's just it, I'm not modding with this version of MOHAA. I have my clean version for that. When I first started though, I didn't. I took out the builder file from this version and anything else I did. I don't know what started it, but my main folder should be like it was before I even touched radiant or mbuilder.

Posted: Thu Mar 13, 2008 4:44 am
by Devil_Dog
I wouldn't try this until someone smarter than me says it's ok...but you could maybe find the shaders for the "bad" models and try editing the vertex colors out.
Again...DONT do this until one of these guys that are smater than me says ok, or gives you some code to try or somrthing. I have crashed my game, computer, and everything else you can think of way too much to take my advise here!
:roll:

Posted: Thu Mar 13, 2008 4:11 pm
by mffpetergriffin
You know I had that idea too. I thought, maybe it was something in the HD mod to enhance textures or colors or something and I got all excited because I thought that had to be it. Then I compare it to the original and it was the same. It is the RgbGen or whatever. I also thought about just taking them out of the shader file all together lol. I'd rather have a clear console at this point that a barbed wire post in the game.