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map problem

Posted: Sat Mar 24, 2007 1:52 pm
by Hossdogg420
i redone algiers from the source map renamed and saved of course didnt do anything major i added an underground and a tunnel and retextured all of it. i am getting func_rotate door error at coords x-2622.00 y760.00 z68.00 has no solid bsp model error along with area portal brushes not touching 2 areas although it looks like they are and also some light leaks which i cant fix. i am a total noob at this and the "c:\program files\ea games\mohaa\mohaa.exe" +set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1 short cut doesnt wanna work so i cant tele to coords in original map to see wat i did wrong on my map can someone help me possibly take a look at my .map file? jv said i shuld post here for help and btw jv i cant wait for that match
:twisted: :twisted: :twisted:

Posted: Sat Mar 24, 2007 8:27 pm
by tltrude
You probably don't need cheats, for now. Try this in your shortcut target line.

"C:\Program Files\EA GAMES\MOHAA\MOHAA.exe" +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1 +set ui_skip_legalscreen 1 +set ui_console 1 +set developer 1

The door error means you have an origin brush that does not have a door brush as part of the entity. So you just need to find that door and rebuild it,

The portal problem wont cause a crash, but portal brushes are normally inside door brushes. So fixing that bad door might help.

light leaking under a wall can be fixed by changing the way the floor touches the wall, or by resizing the pointlight, or sun changing direction angle.

Posted: Sat Mar 24, 2007 11:47 pm
by Hossdogg420
thx for ur help but the "C:\Program Files\EA GAMES\MOHAA\MOHAA.exe" +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1 +set ui_skip_legalscreen 1 +set ui_console 1 +set developer 1 didnt work it said i needed to enable +set cheats 1 on the server to tele to the coords. i fixed some of the light errors but the door is causing it to not load and the lin file is no help if i cant tele to those coords. im such a noob at this :(

Posted: Sun Mar 25, 2007 4:29 am
by tltrude
Open the .map file in Notpad. Find the door entity that has only one brush, somewhere near the bottom of the page, and delete the text. It will look something like this.

// entity 4
{
"angle" "0"
"classname" "func_rotatingdoor"
// brush 0
{
( 136 -340 0 ) ( 128 -340 0 ) ( 128 -344 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0
( 128 -344 120 ) ( 128 -340 120 ) ( 136 -340 120 ) common/origin 0 0 0.00 1 1 16777216 2176 0
( 128 -344 120 ) ( 136 -344 120 ) ( 136 -344 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0
( 136 -344 120 ) ( 136 -340 120 ) ( 136 -340 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0
( 136 -340 120 ) ( 128 -340 120 ) ( 128 -340 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0
( 128 -340 120 ) ( 128 -344 120 ) ( 128 -344 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0
}
}

There will also be another one like that, but it wont have an origin brush.

Posted: Sun Mar 25, 2007 1:30 pm
by Hossdogg420
ok i see wat ur saying so in theory if i didnt want any doors i culd just delete alll of the func_rotatingdoor lines and origins right?