Page 1 of 2

A few problems that I'm having...

Posted: Sat Mar 08, 2003 10:26 pm
by indiana_tim_d
Firstly I'm completely new to mapping so these are prob gonna b really stupid questions: :oops:

1. I can't get Mbuilder to work. I'm pretty sure all the paths are correct etc, but it comes up with errors:

----- FS_Startup -----
----------------------
26851 files in pk3 files
Large Map build
===============
lightmapmindensity = 2.000000
lightmapscale = 1.000000

************ ERROR ************
MatchToken( "{" ) failed at line 1 in file scripts/corps.shader

---- vis ----
----- FS_Startup -----
----------------------
26851 files in pk3 files
reading C:\map\test.bsp
vis_derived = 0
reading C:\map\test.prt

************ ERROR ************
LoadPortals: couldn't read C:\map\test.prt

======== MOHlight Version 1.48 ========
Final compile quality settings on
----- FS_Startup -----
----------------------
26851 files in pk3 files

************ ERROR ************
MatchToken( "{" ) failed at line 1 in file scripts/corps.shader

so yeah, I have no idea what they mean.
When I try compiling through the command prompt I can eventually get a .bsp out of it but there are loads of errors, e.g for the Q3map:

!#!#! 'textures/algiers/afrik_wall1a' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/algiers/afrik_wall1a

and

SkeletorCacheFileCallback: Could not open binary file 'newanim/models/static/mal
tastatue.skc' or 'models/static/maltastatue.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/static/maltastatue.tik
WARNING: Could not find 'models/static/maltastatue.tik'.
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/static/mal
talantern.skc' or 'models/static/maltalantern.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/static/maltalantern.tik
WARNING: Could not find 'models/static/maltalantern.tik'.

these result in the objects not showing up in the game. (these error messages go on a bit so these examples are just very small chunks of them)

The MOHlight bit gives messages containing:

!#!#! 'textures/algiers/afrik_wall1a' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/algiers/afrik_wall1a

and

====== Calc Static Models ======
0) Model: static/maltastatue.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/static/mal
tastatue.skc' or 'models/static/maltastatue.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/static/maltastatue.tik
1) Model: static/maltalantern.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/static/mal
talantern.skc' or 'models/static/maltalantern.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/static/maltalantern.tik

What do all these mean, and how can i make them work properly?

2. I can't get the ambient light or sunlight to work. I've done what it says in the tutorial and the sky shows up but all the lands are covered in darkness.

Please can someone help? I'm pretty stuck if i can't get these sorted. Sorry about the lengths of the error messages - but i didn't know if they were important or not. :?

Cheers
[/quote]

Posted: Sat Mar 08, 2003 11:27 pm
by tuffstuff7
first of all i am new to this to but the match token i have seen when someone has copied a file out of mohaa, look on the site here for your scripts (could be easier)
also do u have your downloaded maps in moha when u are using radiant?

your terrain being black i have had that happen
did u try the settings

suncolor 60 60 60
sundirection -45 90 0
sunflareneame sun

these are the first ones i started with

with ambient lighting it should just work
hit "n" this brings uo entites, i think thats what it is called, and type in
ambientlight xx xx xx

xx's being the numbers u like , i like 20 20 20 and 10 10 10 but it depends on the lighting of the outside also

really i am new and just thought i would say keep trying ig all else fails shoot the pc and go fishing

Posted: Sun Mar 09, 2003 12:22 am
by wacko
what I can see, is an error in the corps.shader. This '{' in the first line is surely wrong in my opinion, maybe there's sth missing before it?!
If you haven't done this shader yourself, start with moving all custom-maps out of your MOHAA/main folder or rename them from anything.pk3 to anything.tmp. All these pk3 files (their textures) can be accessed by radiant, which should only be used very intentionally. Maybe then errors like the one about the corps.shader or the other about algiers/afrik_wall1a are gone.

Posted: Sun Mar 09, 2003 12:40 am
by indiana_tim_d
Ok, thanks for the tips guys. I'll try the sunlight/ambient light again. But I'm still not sure about the errors.

I have some maps (in .pk3 format) which I've downloaded from various places in my mohaa/main folder. As far as I know I haven't created any shaders. Does it make any difference that the folder I save my maps to is just c:\map and not the mohaa\main\maps folder? The only reason I did this was to save time when manually compiling the maps in DOS, also I think I got error messages similar to the ones I got with MBuilder (see original post) if I had the .maps saved in the mohaa folder.

Thanks anyway.

Posted: Sun Mar 09, 2003 1:15 am
by wacko
Have you tried a basic test-map? Just a box with info_playerstart and a light?
If this works, the prob shouldn't be the c:\map. Move your custom-pk3
before trying...

Posted: Sun Mar 09, 2003 7:30 am
by TheStorm
Do as the others say, remove the custom pk3 files to a temp folder. The MatchToken( "{" ) failed is from one of those files!! You have also used a few textures and stuff from the malta map. Do you have spearhead installed or the malta demo? Make sure that you have installed spearhead to the default folder mohaa/mainta and that you not have renamed "mainta" it to something else.

Posted: Sun Mar 09, 2003 8:58 pm
by indiana_tim_d
Righty-ho, I'll try moving the custom .pk3s temporarily.

I am running Spearhead with the patch (hence the Malta map) and it's got its original mainta folder.

Cheers guys

Posted: Sun Mar 09, 2003 9:07 pm
by indiana_tim_d
Oh yeah, the custom.pk3s, does that include player skins?

Posted: Sun Mar 09, 2003 9:09 pm
by jv_map
indiana_tim_d wrote:Oh yeah, the custom.pk3s, does that include player skins?
Yes. They usually contain custom shaders.

Posted: Sun Mar 09, 2003 10:49 pm
by wacko
mmmmh

player skins?
in custom map pk3s usually not, but they could. In most cases, they contain the bsp-file, scripts, custom textures and their shaders (scripts, how these textures will behave in MOHAA), depending on what the mapper has made for his map (if he did no scripting and just used the standard textures, you could find just the bsp).
But: When you d/l player skins, you will get pk3-files too, now including these skins...

Almost every time, someone has created anything for MOHAA, he will put this into a pk3-file (i.e. a renamed zip-file), so others can easily have access by just putting this file into the main-folder.

Open the original pk3-files (pak0.pk3...) to see, how they are made. You should use a program called pakscape for this.

Posted: Mon Mar 10, 2003 12:37 am
by RUNGSI
Match token is a sharder error.
This is how you correct the problem.

Open the shader file in question.
Goto EDIT
in the list you wil see "Go to..."
select that and you enter the # that the compiler gave you
Thats the line number
hit OK and it wil bring you to your error line.

well with that error its the shader very first line is wrong.
whoever made it messed up
Now the issue with the .prt
You have a leak.
Vis failed for that reason.
fix it.
the new compiler works differantly, if the map leaks it will toss out the prt file and vis command.

now for your model
Where are you getting these crap from? i mean who is making this stuff?
The issue is you have an error inside the tik file and it also looking for a skc file which is a animation file for the model.
Your tik file is made incorrectly. or the model is a piece of crap.

Posted: Mon Mar 10, 2003 3:42 am
by indiana_tim_d
Erm, ok. I didn't particularly understand any of that... but thanks.

I've moved the custom.pk3s and things are almost working fine now - the sun is shining, the objects are showing up, Mbuilder is working and i'm generally getting the hang of things a bit more.

But...

I'm still getting shader messages in mohlight, e.g.:

0) Model: static/bush_buckthorn.tik
!#!#! 'static_bush4_1' : Shader has no surface type specified!
!#!#! 'static_bush4_2' : Shader has no surface type specified!
1) Model: static/natural/grassclod.tik
!#!#! 'grassclod' : Shader has no surface type specified!
2) Model: static/lightbulb_on_wire_short.tik
!#!#! 'static_bulb' : Shader has no surface type specified!

and some objects appear to have .map files missing in q3map?

Any ideas? You guys have been great so far, thanks for all the help.

Posted: Mon Mar 10, 2003 6:12 am
by mohaa_rox
Hmm, that means that you may not see the textures of the models ingame.

Posted: Mon Mar 10, 2003 12:16 pm
by indiana_tim_d
Well, i can see the textures and those objects seem to be working ok - the lightbulb appears in the game and it is solid.

Another question (:roll:): how do you get surfaces to make sounds, eg when u walk on them? In my first map I used the concrete algiers floor and when u walked on it u could hear footsteps, but on my new map i have grassy LODterrain and some tiled interior floors but they are silent - is there anything i need to do to get this to work (the concrete one just made a noise)?

Cheers

Posted: Mon Mar 10, 2003 2:04 pm
by mohaa_rox
I think it's something got to do with the sound. Check the console, does it say "xxx needs a sound alias" or whatever crap?