Old BSP doesn't wanna die.

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

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StarGeneral
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Old BSP doesn't wanna die.

Post by StarGeneral »

Ok, new question! :D sorry to bog down the forums with questions but im learning a lot from you guys.

Ok, i've had this problem before and im glad it came up because I want to know what to do.

Tltrude recently helped me restore a garbled map I was working on.

It was so messed up I decided to re-do a LOT of things, I also added lots of new stuff to it as well.

When I tried to compile the map I noticed it loading entities that were in the garbled version that weren't in MY version. Basically it is loading from an old BSP, but when I try to write my own BSP from MoHRadiant, it doesn't seem to have any effect on the BSP already there. Ive tried getting rid of the old BSP and writing a new one, then MoHRadiant tells me that it doesnt exist.

Basically im stuck with a new version of the .map file and an old version of the BSP. What do I do? Do I have to "decompile" my BSP? and if so how do I do it?
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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tltrude
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sticky

Post by tltrude »

Have a read through the "Sticky: Compiling Errors - List 'em and their solutions" thread in the mapping forum. I'm pretty sure you wont have to read all 12 pages before you find the answer.

Your .map file has an error that makes the bsp compile fail. You can make a text log of the compile to see what the error is.

For MBuilder:

You can make seperate logs for all steps, or just the one you need. In Mbuilder, click on "change" and put the additional code lines after your compile options. The space and ">" symbol are important. The text file can have any name you wish.

-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt

-v > C:\Documents and Settings\tltrude\Desktop\log_vis.txt

-final > C:\Documents and Settings\tltrude\Desktop\log_light.txt

I have have then going to my desktop, so the logs can be trashed easily after looking them over. But, you can have the logs go to any folder you like. Also, when using these logs, the details of the compilers may not be seen in the DOS window during the compile.
Tom Trude,

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StarGeneral
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Post by StarGeneral »

I found some other guy that had that same problem with his old BSP but noone answered his question.

My paths are all set the right ways in Mbuilder and my map is in the right directory.

My old question still remains, how do I get Mbuilder to write a brand new BSP like it does the first time you compile a map?

and...I wasnt able to do the Log file thing. Im sort of an idiot when it comes to that stuff so walk me through it again real detailed like :oops:
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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tltrude
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Post by tltrude »

StarGeneral wrote:...how do I get Mbuilder to write a brand new BSP like it does the first time you compile a map?
Answer - like I said, there is an error in your .map file that is causing the compiler's BSP step to fail.

MBuilder is a "front end" program. It creates a DOS bat file that runs the compilers. In the upper left of MBuilder there are three options boxes for the three steps of the compile. To make a log of the first step, go to the "BSP Options" box and click on "change". Add a > symbol, a path, and a text file name for your log.

-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt

The path above is to my desktop, so you'll need to use your path. To find it, right click on your desktop and click new and folder. Right click on the new folder and click on properties. The window that pops up will have the path to your desktop (location). It can be copied with Ctrl C and pasted with Ctrl V. After you have the path, you can delete the new folder.

If you have Windows XP, your desktop path should look a lot like mine. But, with a different user name.

After you get the bsp options box set, just compile as always. The log will be on your desktop afterwards. It will have **ERROR** somewhere near the top of the text page. Copy what it says and paste it here.
Tom Trude,

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StarGeneral
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Post by StarGeneral »

I did everything you said to do above but its not working.

What I did was I took out everything except the .map file and followed your instructions above, the compliler opened, started to work and then said a bunch of stuff I couldnt read and then closed quickly, it did not write a log file to my desktop. I also tried doing your instructions with the old bsp and everything else, it didnt work either, it did the messed up compile and then didnt write a log, heres a screenshot of what the Mbuilder box looks like for me:

Image


and here is what the compiler says right before it closes:

Image
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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StarGeneral
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Post by StarGeneral »

bump bump :D
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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tltrude
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path

Post by tltrude »

The path to your compiler directory is wrong. It should be set to MOHAATools.

C:\Program Files\MOHAATools
Tom Trude,

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StarGeneral
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Post by StarGeneral »

I forgot to mention that my complier is in a folder on the desktop called mapping...trust me it is set right, it works all the time.

the paths aren't the problem.

The only error that showed up in that DOS window was that it couldnt find the BSP.
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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StarGeneral
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Post by StarGeneral »

Im sick of running into this problem each time I map something important, I usually end up scrapping my whole project in frustration, but not this time, no Im going to make this thing work if it KILLS ME.

Ok, we know that the thing is just messed up because of what happened to my map, it has nothing to do with paths and or directories, they have all been set right. My last hope is to somehow convert a .map file to a .bsp file, not the other way around. Is this even possible.

PS: If any of the more important expert guys are just glancing at this and know what to do, DON'T HESITATE TO REPLY!

I see this same problem all over the forum, and nooned post answers for it, everyone just says "I had a friend help me, bye". Is there any other cause for this problem other than wrong paths and custom pk3's? cause I know its neither of those.
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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wacko
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Post by wacko »

In MBuilder, BSP options enter

Code: Select all

>moh.log
This ought to write a logfile of the bsp part. Find that file and post its content here. The file should be in the Map Source Directory, else do a search for it.

MBuilder/Other Options try setting Gametype to Single Player. 'FFA' there causes some problems for me because MBuilder tries to find the map in a subfolder maps/dm but still tries to copy it into the map folder.
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tltrude
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log

Post by tltrude »

Yup, Wacko is right. We need to look at that log.

-v > C:\Documents and Settings\Andres_2\Desktop\log_bsp.txt

There has to be a space between the "-v" and the ">".
Tom Trude,

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ViPER
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Post by ViPER »

I've had a similiar problem - Try renaming the .map something new or make sure to remove the old related files from the previous compile such as .bak .vis .prt and make sure to delete or remove the last version compile of the .bsp
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wacko
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Post by wacko »

One more tip I didn't mention:
In case u do not want or u can't ( :? ) get such a log-file, u should check the "Pause after BSP" in the "Other Options".
This way u can study BSP's output before VIS starts and there u'll probably find the reason why there's no new bsp file written.
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StarGeneral
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Post by StarGeneral »

Here is the Log you wanted:


---- q3map ----
verbose = true
1 threads
----- FS_Startup -----
----------------------
18313 files in pk3 files
--- LoadMapFile ---
entering scripts/gfx.shader
entering scripts/jeep.shader
entering scripts/ktigertank.shader
entering scripts/mohmenu.shader
entering scripts/opel.shader
entering scripts/panzer_iv.shader
entering scripts/tigertank.shader
entering scripts/15cannon.shader
entering scripts/20mmflak.shader
entering scripts/3dk.shader
entering scripts/algiers.shader
entering scripts/allied_insignia.shader
entering scripts/allied_pilot.shader
entering scripts/barracks.shader
entering scripts/barrel.shader
entering scripts/beams.shader
entering scripts/blasted.shader
entering scripts/bmwbike.shader
entering scripts/bottles.shader
entering scripts/brest.shader
entering scripts/bunker.shader
entering scripts/c47.shader
entering scripts/car.shader
entering scripts/central_europe.shader
entering scripts/central_europe_winter.shader
entering scripts/clock.shader
entering scripts/cockroach.shader
entering scripts/common.shader
entering scripts/crates.shader
entering scripts/das_boot.shader
entering scripts/ddaydark.shader
entering scripts/dday_shaders_v1.shader
entering scripts/decals.shader
entering scripts/dtruck.shader
entering scripts/effects.shader
entering scripts/environmentalfx.shader
entering scripts/faces.shader
entering scripts/flags.shader
entering scripts/flak88.shader
entering scripts/fockwulf.shader
entering scripts/french.shader
entering scripts/french_resistance.shader
entering scripts/frogman.shader
entering scripts/furniture.shader
entering scripts/general_industrial.shader
entering scripts/general_structure.shader
entering scripts/german.shader
entering scripts/german_dak.shader
entering scripts/german_gear.shader
entering scripts/german_kreigsmarine.shader
entering scripts/german_motorpool.shader
entering scripts/german_obershutze.shader
entering scripts/german_officer.shader
entering scripts/german_officer2.shader
entering scripts/german_scientist.shader
entering scripts/german_sentry.shader
entering scripts/german_shepherd.shader
entering scripts/german_ssnco.shader
entering scripts/german_ssshutze.shader
entering scripts/german_wehrmact.shader
entering scripts/german_winter.shader
entering scripts/german_worker.shader
entering scripts/gestapo.shader
entering scripts/gmctruck.shader
entering scripts/higgins.shader
entering scripts/howitzer.shader
entering scripts/hundpatrol.shader
entering scripts/indycrate.shader
entering scripts/interior.shader
entering scripts/interiorfx.shader
entering scripts/interior_northafrica.shader
entering scripts/items.shader
entering scripts/ktigertank_d.shader
entering scripts/light.shader
entering scripts/loadingscreens.shader
entering scripts/m1l1anate.shader
entering scripts/m3.shader
entering scripts/m5l2anate.shader
entering scripts/manon.shader
entering scripts/mercedes.shader
entering scripts/misc_outside.shader
entering scripts/mohcommon.shader
entering scripts/mohdetails.shader
entering scripts/mohtest.shader
entering scripts/nazi_crate.shader
entering scripts/nebelwerfer.shader
entering scripts/nebelwerfer_d.shader
entering scripts/normandy.shader
entering scripts/norway.shader
entering scripts/obstacles.shader
entering scripts/ocean.shader
entering scripts/p47.shader
entering scripts/panzershutze.shader
entering scripts/panzer_g.shader
entering scripts/panzer_grenadier.shader
entering scripts/paulscrate.shader
entering scripts/playerviewmodel.shader
entering scripts/protoamerican.shader
entering scripts/protogerman.shader
entering scripts/protosprites.shader
entering scripts/sandbags.shader
entering scripts/sdkfz.shader
entering scripts/sdkfz_desert_d.shader
entering scripts/shells.shader
entering scripts/shermantank.shader
entering scripts/sky.shader
entering scripts/sky_old.shader
entering scripts/sprites.shader
entering scripts/static_basket.shader
entering scripts/static_items.shader
entering scripts/static_obstacles.shader
entering scripts/static_piperplane.shader
entering scripts/static_sandbags.shader
entering scripts/static_wirerailholder.shader
entering scripts/stuka.shader
entering scripts/submodels.shader
entering scripts/sunflare.shader
entering scripts/tank_commander.shader
entering scripts/targets.shader
entering scripts/tempfakk.shader
entering scripts/tempsign.shader
entering scripts/test.shader
entering scripts/tigertank_d.shader
entering scripts/train.shader
entering scripts/trees.shader
entering scripts/treeshadows.shader
entering scripts/us_gear.shader
entering scripts/us_soldier.shader
entering scripts/wake.shader
entering scripts/weapons_allied.shader
entering scripts/weapons_german.shader
entering scripts/wilderness.shader
entering scripts/windowdecals.shader
entering scripts/windowold.shader
entering scripts/windowtst.shader
entering scripts/wirecutters.shader
entering scripts/hud.shader
4503 shaderInfo
entering C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\sa.map
WARNING: Couldn't find image for shader textures/notexture
WARNING: Couldn't find image for shader textures/algiers/algier_winbox_detail1
Entity 0, Brush 1357: mirrored plane
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bush_regularbush.map
entering models/static/bush_full.map
entering models/static/tree_oak.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightpost_sidemounted.map
entering models/static/45cal_crate.map
entering models/static/50cal_crate.map
entering models/static/indycrate.map
WARNING: Could not find 'models/miscobj/clipboard.map'.
WARNING: Could not find 'models/static/flourbag-stack.map'.
entering models/static/indycrate.map
WARNING: Could not find 'models/items/gasmask.map'.
WARNING: Could not find 'models/miscobj/welding_tank.map'.
WARNING: Could not find 'models/static/static_cablespool_full.map'.
TIKI_InitTiki: no 'idle' animation found, model bounds not set for models/miscobj/electrical_switch_pulse.tik
WARNING: Could not find 'models/miscobj/electrical_switch_pulse.map'.
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
^~^~^ Can't find models/static/corona_red.tik
Tiki:LoadFile Couldn't load models/static/corona_red.tik
WARNING: Could not find 'models/static/corona_red.tik'.
WARNING: Could not find 'models/lights/lightbulb_caged_red-lit.map'.
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/lightbulb_covered_on_wire_short.map
WARNING: Could not find 'models/static/corona_orange.map'.
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/bunkershelves.map
entering models/static/indycrate.map
entering models/static/indycrate.map
WARNING: Could not find 'models/static/flourbag-stack.map'.
entering models/static/indycrate.map
entering models/static/indycrate.map
entering models/static/indycrate.map
entering models/static/indycrate.map
entering models/static/50cal_crate.map
entering models/static/tree_oak.map
entering models/static/tree_oak.map
entering models/static/bush_full.map
entering models/static/bush_full.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
entering models/static/bunkerbench.map
1803 total world brushes
459 detail brushes
0 patches
1762 boxbevels
0 edgebevels
1233 entities
6358 planes
0 areaportals
0 terrain maps
size: -8168,-8088,-4136 to 7992, 8072, 7664
############### world model ###############
----- PatchMapDrawSurfs -----
--- FaceBSP ---
8124 faces
10476 leafs
----- FilterStructuralBrushesIntoTree -----
1354 structural brushes
7297 cluster references
----- MakeTreePortals -----
--- FloodEntities ---
3723 flooded leafs
--- FillOutside ---
5867 solid leafs
886 leafs filled
3723 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
6459 faces
7638 leafs
----- FilterStructuralBrushesIntoTree -----
1354 structural brushes
5334 cluster references
----- MakeTreePortals -----
--- NumberClusters2 ---
1 visclusters
0 visportals
6 solidfaces
--- NumberClusters2 ---
2 visclusters
1 visportals
10 solidfaces
--- NumberClusters2 ---
4 visclusters
4 visportals
17 solidfaces
--- NumberClusters2 ---
7 visclusters
9 visportals
28 solidfaces
--- NumberClusters2 ---
11 visclusters
16 visportals
43 solidfaces
--- NumberClusters2 ---
16 visclusters
25 visportals
61 solidfaces
--- NumberClusters2 ---
22 visclusters
36 visportals
81 solidfaces
--- NumberClusters2 ---
29 visclusters
49 visportals
102 solidfaces
--- NumberClusters2 ---
37 visclusters
64 visportals
125 solidfaces
--- NumberClusters2 ---
46 visclusters
81 visportals
150 solidfaces
--- NumberClusters2 ---
56 visclusters
100 visportals
177 solidfaces
--- NumberClusters2 ---
68 visclusters
126 visportals
206 solidfaces
--- NumberClusters2 ---
83 visclusters
163 visportals
237 solidfaces
--- NumberClusters2 ---
103 visclusters
220 visportals
272 solidfaces
--- NumberClusters2 ---
132 visclusters
315 visportals
309 solidfaces
--- NumberClusters2 ---
169 visclusters
452 visportals
362 solidfaces
--- NumberClusters2 ---
220 visclusters
653 visportals
432 solidfaces
--- NumberClusters2 ---
279 visclusters
854 visportals
548 solidfaces
--- NumberClusters2 ---
347 visclusters
1087 visportals
717 solidfaces
--- NumberClusters2 ---
439 visclusters
1439 visportals
862 solidfaces
--- NumberClusters2 ---
544 visclusters
1825 visportals
1051 solidfaces
--- NumberClusters2 ---
657 visclusters
2227 visportals
1321 solidfaces
--- NumberClusters2 ---
768 visclusters
2646 visportals
1637 solidfaces
--- NumberClusters2 ---
892 visclusters
3083 visportals
1960 solidfaces
--- NumberClusters2 ---
1008 visclusters
3482 visportals
2383 solidfaces
--- NumberClusters2 ---
1116 visclusters
3793 visportals
2755 solidfaces
--- NumberClusters2 ---
1234 visclusters
4161 visportals
3081 solidfaces
--- NumberClusters2 ---
1351 visclusters
4521 visportals
3451 solidfaces
--- NumberClusters2 ---
1494 visclusters
5006 visportals
3754 solidfaces
--- NumberClusters2 ---
1646 visclusters
5569 visportals
4140 solidfaces
--- NumberClusters2 ---
1825 visclusters
6254 visportals
4568 solidfaces
--- NumberClusters2 ---
2009 visclusters
6863 visportals
5258 solidfaces
--- NumberClusters2 ---
2251 visclusters
7643 visportals
5963 solidfaces
--- NumberClusters2 ---
2530 visclusters
8492 visportals
7023 solidfaces
--- NumberClusters2 ---
2760 visclusters
9016 visportals
8551 solidfaces
--- NumberClusters2 ---
3019 visclusters
9666 visportals
9712 solidfaces
--- NumberClusters2 ---
3287 visclusters
10331 visportals
10938 solidfaces
--- NumberClusters2 ---
3469 visclusters
10554 visportals
12445 solidfaces
--- NumberClusters2 ---
3509 visclusters
10294 visportals
13801 solidfaces
--- NumberClusters2 ---
3523 visclusters
10199 visportals
13927 solidfaces
--- NumberClusters2 ---
3526 visclusters
10175 visportals
13999 solidfaces
--- NumberClusters2 ---
3529 visclusters
10174 visportals
14021 solidfaces
--- NumberClusters2 ---
3529 visclusters
10169 visportals
14026 solidfaces
--- NumberClusters2 ---
3529 visclusters
10169 visportals
14026 solidfaces
--- NumberClusters ---
3529 visclusters
10169 visportals
14026 solidfaces
--- WritePortalFile ---
writing C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\sa.prt
--- FloodAreas ---
26 areas
----- FilterDetailBrushesIntoTree -----
449 detail brushes
729 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
Removing extraneous vertices...
(0.00) seconds.
Merging faces...
0.1% fewer faces -- 6365 faces from 6373 (8 removed)
----- FixTJunctions -----
7720 axial edge lines
470 non-axial edge lines
0 degenerate edges
1919 verts added for tjunctions
27696 total verts
5964 naturally ordered
354 rotated orders
47 can't order
--- AllocateLightmaps ---
35 unique shaders
286029 exact lightmap texels
851968 block lightmap texels
----- FilterDrawsurfsIntoTree -----

************ ERROR ************
Exceeded MAX_POINTS_ON_WINDING
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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ViPER
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Joined: Fri Jan 14, 2005 5:48 pm
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Post by ViPER »

StarGeneral wrote:Here is the Log you wanted:

************ ERROR ************
Exceeded MAX_POINTS_ON_WINDING
allways scroll down and pay special attention to the end

The bottom line is usually the culprit

-------------------------------------------------------------------------------
ERROR: MAX_POINTS_ON_WINDING exceeded

There are too many vertices repeating themselves along a single axis (ie you have an extremely long single brush). It can also mean you have a "brush side polygon" somewhere with more than 64 corner points.

SOLUTION: Find the offending brush (edit -> find entity/brush, and enter the brush number.) and either delete it or cut it into smaller pieces.

If you cant find the brush try to select everything in your map and open and save it into a new .map file - you will need to redefine your world properties but I have found this method to be helpfull in getting rid of these types of things.

Or

If you have a large structure that you have copied and pasted level on top of level many times - you will need to offset each level so the vertices do no line up.
Last edited by ViPER on Tue Nov 20, 2007 1:56 am, edited 2 times in total.
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