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Posted: Sun May 22, 2011 7:55 pm
by 17thairborne
I tried a couple of things, including taking out the symbolic link and creating a "map" (not "maps") folder in main, still without success.
Here are my paths in MBuilder (copy and pastedas it would not all fit in the text field for a screenshot):

Game Directory: E:\PROGRA~1\EAGAME~1\MOHAA
Compiler Directory: E:\PROGRA~1\EAGAME~1\MOHAA\MOHAAT~1
Map Directory: E:\PROGRA~1\EAGAME~1\MOHAA\main\map

I already explained the "E:\", and the reason for the "map" instead if "maps" is that a maps.file already exists. I haven't deleted it, as it could be important. Any words on that? I did try to compile and here are my latest error reports from the compiler using MBuilder:

Image

well, hope this is enough to solve the problem!

17thairborne

Try NMBuilder

Posted: Sun May 22, 2011 8:48 pm
by Cpt. Duke
Come to think of it, I always have similar problems when using Mbuilder. For this reason, I prefer NMbuilder ( http://medalofhonor.filefront.com/file/ ... lder;71028 )
However, as I became more experienced, I dumped both programs and settled for the Command Prompt. :wink:
___
I usually place my maps inside the "maps" folder before compiling, as this is where they must go in order to play them. If the "maps" folder already existed, why couldn't you place your .map inside it?


:?:

Posted: Sun May 22, 2011 9:09 pm
by 17thairborne
I never had a "maps" folder, and I couldn't make on, there already was a .file called "maps, and I don't know whether to delete it or not. Will it hurt my MOH game? I'll try NMBuilder. Thanks, I'm glad I found .map! :D

Posted: Sun May 22, 2011 9:37 pm
by 17thairborne
I tried this, and it showed up with the right name, but again, no image in radiant. I changed the script, removing the depthwrite, and then tried with the depthwrite, and with two qer_keyword functions. I do not know much about custom textures, but I thought that I out to have my own textures, so I am trying to learn.

Thanks,
17thairborne

Posted: Sun May 22, 2011 9:47 pm
by 17thairborne
I tried NMbuilder and had the same problem. When I was setting the paths, it was telling me that there was no device in C:. Maybe it's a conflict regarding the name of my HD? If that's the problem, is there a solution?

Thanks,
17thairborne

Too Many Custom .pk3's?

Posted: Mon May 23, 2011 6:14 am
by Cpt. Duke
Aha! I think I know the problem! :idea:

Something tells me that you have too many custom pk3's in your main folder. Am I right? It might help if you move these custom pk3's somewhere else during the compile. Too many custom pk3's in the main folder is known to cause errors.




_______________________________________________________________________

Anyway, what exactly is preventing you from creating a "maps" folder inside the main folder? Is there an error message of some sort? In order for MOHAA to properly load your level, the map must be placed inside the mohaa/main/maps directory. If this is for multiplayer, the map has to be placed inside the main/maps/dm or main/maps/obj directory.


I'm not sure where this "maps.file" originated, but you can try moving it somewhere else and see if that affects the game. If it does, you can always move the .file back into place.

:wink:

Posted: Mon May 23, 2011 7:06 pm
by jv_map
If you still don't see the texture properly in radiant, then the file textures/Lava/Lavatex.tga (or .jpg) does not exist.

Posted: Mon May 23, 2011 11:51 pm
by 17thairborne
I tried this, and the compile was successful, but there is no .min file. I got a .bsp, .lin, and .vis. I did get an error:

******ERROR******
LoadPortals: Couldn't read E;/Program Files/EA GAMES/MOHAA/main/maps/Bunker_hill.prt

I tried making a "maps" folder and moved the .file folder, and it worked, except for that error code. Do I need a .min? if not, Why didn't it load in MOHAA? I Moved the pk3 files to main, aind tried i with only a .bsp in the .pk3, and it showed up in ffa, and came to the loading screen, but after loading for a little, it redirected to the main menu. At least I know I am making progress, now I have a .bsp! :wink: All I need now is a .min.

Posted: Tue May 24, 2011 12:20 am
by 17thairborne
I made sure that the file existed, and tried with a .jpg file, and it still would not show up in MOHRadiant. I am still having trouble compiling, so I do not know whether or not it will work in the game.

Thanks,
17thairborne

RE: Making .pk3 files, help please

Posted: Tue May 24, 2011 2:24 am
by Cpt. Duke
This error is due to a "leak" inside your map. In other words, the area inside your skybox is exposed to the void. Look around for any cracks, gaps, or holes concerning your skybox. Although leaks don't pose much of a threat for beginners, these leaks must be resolved in order to optimize your map for better performance. However, if you do fix these leaks, expect a much longer compiling time.

As for the .min file, it shouldn't be a problem. You see, .min files are not created during the compiling stage. They are formed when you play the map for the first time. As far as I know, the .min file helps preload models, textures, and sounds every time your map is loaded. It is also very, very important for Macintosh users (Go to /forum/viewtopi ... t=min+file for more information).

When your map crashes and redirects you to the main menu, view the console and post what you see.

In case you are wondering, a .lin file isn?t important either. It is generated only when your map has a leak.

Posted: Tue May 24, 2011 11:33 am
by knifepoint
Thanks for that info Duke, been wondering what those files are for :p

Posted: Tue May 24, 2011 9:24 pm
by 17thairborne
I tried it again, and looked at the console, and it had an error:
******ERROR****
No playerspawn named, can't spawn player. I made player spawns, but I didn't know I needed to name them. Thanks for the info on leaks. I'll try again, and fix the leaks.

thanks,
17thairborne

Needs an Info_player_start

Posted: Tue May 24, 2011 11:16 pm
by Cpt. Duke
I assume you only used info_player_allied and info_player_axis spawns, right? If so, you also need an info_player_start.

Posted: Fri May 27, 2011 2:58 pm
by 17thairborne
Thanks for all the info, I have placed an info_player_spawn, I tried moving all the unnecessary .pk3 files int another folder, and the compile seemed to work, only it took overnight just for about 10%. :x I read a post where someone had the same problem, but, it did not solve my problem. (I did not have it on fast, by the way) It could be my computer's speed(about 1.66MHz). If not , does anyone know why?

Thanks,
17thairborne

Posted: Fri May 27, 2011 4:17 pm
by Cpt. Duke
Believe it or not, but this is normal. Basically, the compiler is calculating VIS in order to improve FPS, but this process takes a long, long time. There is a procedure, however, that can lower the unnecessary compiling time. It's called detailing ( http://gronnevik.se/rjukan/index.php?n= ... oupHandsOn). Since you are using NMbuilder, you can skip the VIS compile altogether by purposely creating a leak regarding the skybox. It is best to only run your map through a full VIS compile before releasing your map to the public. Setting your VIS compiler on "fast" will also help significantly. If you want more information, you can visit these links:


/forum/viewtopi ... is+compile

/forum/viewtopi ... is+compile

/forum/viewtopi ... is+compile


:)