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A few compiling problems....... I think

Posted: Wed Feb 26, 2003 6:18 pm
by Yarik
I wanted to look and see how my map looks in game without doing a full comile. So i fired up MOHbuilder and clickd nodetail fastvis and fast bsp (I think). it took like 5 minutes to compile( this is the first time i use fast compiling). I was amazed at how fast it compiled. So i loaded up MOH and typed
map Test_Saving1.bsp

It took a while to load my map but it loaded. I started to walk around and found a lot of things missing. Number one for somereason the Barbwire textures was missing off of my brushes. But the funny part is that the barbire on the static model stayed on.

Second the beach that i made with sand had angles and sides sticking out of the ground a few feet away from the actual sand. By now i was pissied i thougt i missed something.

Then i tried to climb my ladders and NONE OF THEM WORKED. I was really pissed by then. Note: My ladders were built then i added the ladder texture and gave it the Func_ladder. And gave it its proper angle in the "N" menu.

Then what not the sand had huge hills for somereason???????

the 4 MG42s i placed on my bridge were facing the other direction and the were stuck in the ground. I had textures missing from the train wheels. The fence in the train yard was missing too. I looked at the train track and guess what???? I HAD NO FRIGGIN TRAIN TRACKS.
I tried to walk on the train tracks that for some F*****G reason werent there and i fell through and started falling FOREVER. Then i typed kill to start a new game and GUESS WHAT IT F*****G SAID

"MISSION FAILED"
And at the VERY FRIGGIN BOTTOM it said

this





"Medal awarded"

What the F is that? I didnt even make no friggin OBJ's or a script for my map. So when i started my map again i went (ran) to see my othe MG42s in the game and for some reason the ones which werent on the bridge worked. But when i pressed e again i had TWO FRIGGIN MG42's One laying on the ground the other in my Hand i started walking thinking i would disapear and guess what it wouldnt. Then i picked up a sniper and guess what now i had TWO, TWOOO weapons one sniper rifle and in teh other hand an MG42.

I was so mad i went back into MOHRAdiant and found absoultly nothing that i discribed up there. everything was in its place and facing the right way. train tracks were there everything. The sand was normal did not have big huge lunmps in it like i found in the game.
Does any one have any clue to what might be the problem?

I really dont want to start from scratch i put in a total of about 35 hours making this map and what do i get NOTHING!. I think it maybe the compile settings i have made when i tried to compile my map. And suggestions? Maybe i should change the settings in compile a little dif for it to work?

Sorry for no pics i tried to upload it to angelfire but they were down for somereason yesterday i will try again today when i get home.

Posted: Wed Feb 26, 2003 8:28 pm
by Yarik
anyone?

Posted: Wed Feb 26, 2003 9:24 pm
by Gen Cobra
Well first off don't count on fast bsp. That is probably what got some of the problems. As for the rest, check the orientation of the mgs. Make sure you don't see box that represents the mg floating above or below it. That means when you load it up it's gonna be in that box and not where it appears to be in the map program.
It's not gonna draw everything if you do a fast vis with some maps. It's not worht it. Just do the regular or full vis if I were you. If you still see the problems come back.

Posted: Wed Feb 26, 2003 9:29 pm
by Gen Cobra
I forgot to ment tion that the huge hills are probably a result of the Area Filter under LOD terrain. Change the bulginess under the settings by sliding the bar back and forth. Bring it to a position that looks sorta even.
And as for the ladders amke sure the ladder brush is slighly above the projected area and is wide enough and thick enough for the player to grasp onto it. I found sometimes that making it too thin made it not work at all. The brush has to touch the ground too most of the time or you won't jump on it.

Posted: Wed Feb 26, 2003 9:33 pm
by TheShiznaeSpe
if u have mbuilder, u can just close the command prompt after bsp is done (compiling of full bsp) and even though the map will be full bright, it'll be there

Posted: Wed Feb 26, 2003 11:44 pm
by Yarik
here look here i am talking about it here

viewtopic.php?p=10783#10783

Posted: Thu Feb 27, 2003 4:27 am
by Balr14
Your problems have nothing to do with bsp, or fast vis. All bsp does is break your map into triangles and calculate leaf nodes. Fast vis does nothing but make all view portals visible from all other view portals. From what you have described, you have a number of unrelated problems caused by missing scripts, scaling on LOD terrain, and bad assumptions (like assuming entities in game have the same orientation shown in MOHR). It's also entirely possible you are picking up script variables from other PK3s, or your map has an error and never actually finished the compiles properly, leaving you with a partial bsp file.