Compiling probs
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Compiling probs
Ok, I am still experiencing problems! My map is still coming out completely gray. One thing that was mentioned to me was that one problem could be because I have MOH installed in a different directory than the default. Could someone please compile my map for me? It would be greatly appreciated!!! PM me and I'll email it to you. Thanks again! ~Caboom
That compile error has been seen here before. I don't know how to fix it, but it was relatively easy.
Somebody will read it and tell you how to fix it.
Liked the concept though.
You may find that you need to remove a lot of the "extra" brushwork for that map as it's too big. I have a rendition of it if you want to see it. click on the link below.
http://www.tntreloading.com/filecabinet ... aven_2.pk3
here's the comp error
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q
3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\mai
n\maps\dm\CR_Part2.map
'"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q3map.exe"' is not recognized as an inte
rnal or external command,
operable program or batch file.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q
3map.exe" -vis -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHA
A\main\maps\dm\CR_Part2.map
'"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q3map.exe"' is not recognized as an inte
rnal or external command,
operable program or batch file.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\M
OHlight.exe" -fast -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOH
AA\main\maps\dm\CR_Part2.map
'"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\MOHlight.exe"' is not recognized as an i
nternal or external command,
operable program or batch file.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .
Somebody will read it and tell you how to fix it.
Liked the concept though.
You may find that you need to remove a lot of the "extra" brushwork for that map as it's too big. I have a rendition of it if you want to see it. click on the link below.
http://www.tntreloading.com/filecabinet ... aven_2.pk3
here's the comp error
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q
3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\mai
n\maps\dm\CR_Part2.map
'"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q3map.exe"' is not recognized as an inte
rnal or external command,
operable program or batch file.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q
3map.exe" -vis -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHA
A\main\maps\dm\CR_Part2.map
'"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\Q3map.exe"' is not recognized as an inte
rnal or external command,
operable program or batch file.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\M
OHlight.exe" -fast -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOH
AA\main\maps\dm\CR_Part2.map
'"C:\DOCUME~1\K8NNEO~1\Desktop\MOHAAT~1\MOHlight.exe"' is not recognized as an i
nternal or external command,
operable program or batch file.
C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .
OK, wait a minute.......
I screwed up. I opened the map on a new machine that I didn't set anything up on. I tried it on another machine and it works fine. You're gonna have to increase the ambient light alot. I tested it at 60 60 60, and it was brighter, but still a little grey around the gills. You may need to increase it a little more. You may also want to add some light here and there. I'd tell you to overbright all, but the last time I did that, it looked terrible. I noticed some different lighting, some I never used when looking at the world spawn when I first loaded the map into radiant. You may want to fudge them a little as well.
If anybody know anything about that quake3 stuff in the above post, please tell me how to fix it. I tried to compile the map with and without the quake3 format thing check under prefernces....thanks
desktop
neillomax - It is a little strange that you have MOHAATools installed on your desktop. The default path is "C:\Program Files\MOHAATools\mohradiant.exe". If you are using MBuilder, the batch file it creates would look something like this.
-------------------------------------------------------------------------------
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.map
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.map
"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -final -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.map
pause
Copy "C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.bsp" C:\PROGRA~1\EAGAME~1\MOHAA\main\maps
-------------------------------------------------------------------------------
My .map files are stored in a folder named "tltrude" inside the maps folder. I do it that way to keep the compiler junk files out of the maps folder.
Caboom - If you open your .map file with Notpad or Wordpad, you will see all your worldspawn setting at the top. I you want, you can copy and paste them here and someone will help you fix them.
-------------------------------------------------------------------------------
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.map
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.map
"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -final -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.map
pause
Copy "C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\door2.bsp" C:\PROGRA~1\EAGAME~1\MOHAA\main\maps
-------------------------------------------------------------------------------
My .map files are stored in a folder named "tltrude" inside the maps folder. I do it that way to keep the compiler junk files out of the maps folder.
Caboom - If you open your .map file with Notpad or Wordpad, you will see all your worldspawn setting at the top. I you want, you can copy and paste them here and someone will help you fix them.
Are these what you were talking about?
"scale" "1.00"
"sunflarename" "none"
"classname" "worldspawn"
"ambientlight" "8 8 8"
"light" "85"
"suncolor" "70 70 70"
"sundirection" "315 210 0"
"farplane" "4700"
"farplane_color" "0.333 0.333 0.329"
"sundiffuse" "1"
My main problem is with compiling, I have gone over several tuts, but my map turns out almost completely grey. Grrrrrr!
"scale" "1.00"
"sunflarename" "none"
"classname" "worldspawn"
"ambientlight" "8 8 8"
"light" "85"
"suncolor" "70 70 70"
"sundirection" "315 210 0"
"farplane" "4700"
"farplane_color" "0.333 0.333 0.329"
"sundiffuse" "1"
My main problem is with compiling, I have gone over several tuts, but my map turns out almost completely grey. Grrrrrr!
It worked fine for me.
Click on one of the brushes in the map to highlight it.
Hit the "n" key to bring up the entities window. Worldspawn properties should appear. They will look similar to what you posted.
Look for ambientlight. If it's there click on it. Go down to the two little boxes you can type things in. ( if it isn't there do the next step )
In the upper little box type ambientlight.
In the lower box typ 70 70 70, and hit enter.
Deselect the brush you had highlighted, and recompile the map. Should be much brighter after that.
This isn't the map I sent you back is it ?
Click on one of the brushes in the map to highlight it.
Hit the "n" key to bring up the entities window. Worldspawn properties should appear. They will look similar to what you posted.
Look for ambientlight. If it's there click on it. Go down to the two little boxes you can type things in. ( if it isn't there do the next step )
In the upper little box type ambientlight.
In the lower box typ 70 70 70, and hit enter.
Deselect the brush you had highlighted, and recompile the map. Should be much brighter after that.
This isn't the map I sent you back is it ?
Worldspawn
Try taking these out.
"scale" "1.00"
"light" "85"
The farplane is the fog that each player sees. Your's is set to a gray color, and at a distance of 4700 units, in each player's view, the world will look completely gray.
By the way, you can edit your .map right in Notepad -- make a backup copy first.
"scale" "1.00"
"light" "85"
The farplane is the fog that each player sees. Your's is set to a gray color, and at a distance of 4700 units, in each player's view, the world will look completely gray.
By the way, you can edit your .map right in Notepad -- make a backup copy first.
Just to clarify tl's post;
the reason it is so grey is that the farplane is not only set to be very short a distance at 4700 units, but is also a grey colour @ 0.333 0.333 0.329.
To fix this either; delete the "farplane" and "farplane_color" keys and values, or change the value of "farplane" to something higher. Its been a while since I did MoH, but i do believe you can add farplane via script later; which is very convenient as to try out a different farplane value takes much less time just editing the script, rather than a full re-compile.
as to the compiling error, try re-setting up your mohtools in the default directory, as thats a directory error if i've ever seen one.
ciao
the reason it is so grey is that the farplane is not only set to be very short a distance at 4700 units, but is also a grey colour @ 0.333 0.333 0.329.
To fix this either; delete the "farplane" and "farplane_color" keys and values, or change the value of "farplane" to something higher. Its been a while since I did MoH, but i do believe you can add farplane via script later; which is very convenient as to try out a different farplane value takes much less time just editing the script, rather than a full re-compile.
as to the compiling error, try re-setting up your mohtools in the default directory, as thats a directory error if i've ever seen one.
ciao


