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Compilation error + .prt file
Posted: Mon Apr 07, 2003 5:25 am
by -Gandalf-
I didnt find this error on the sticky above ... nor mentioned so far in search ...
when compiling, i get a
***** ERROR ****
LoadPortals: couldn't read C:\blabla\mapname.prt
thus when inside the game with my map trying to use r_showportal 1 in console just sends me back to the main menu, and in the console i get the same couldn't read bla bla ...
is the .prt supposed to be created during the compilation process but my mbuilder is not doing it? ... this all comes down to the point that i almost finished my map to see that i get some nice 25 fps considering i can see across pretty easily ... but this has to do with me adding up some vis brushes around the map ...
thanx in advance ...
Posted: Mon Apr 07, 2003 5:28 am
by Balr14
It didn't create the prt file because you had a compile error on a previous step. Just do BSP from the Radiant menu.
Posted: Mon Apr 07, 2003 7:41 pm
by -Gandalf-
what!??! radiant menu ... that thing's broken ... im using now mbuilder ...
anyway this is my compilation ...
Code: Select all
C:\Games\Mohaa\main\maps>"C:\Games\Mohaa\MOHAAT~1\MOHAAT~1\Q3map.exe" -gamedir
C:\Games\Mohaa C:\Games\Mohaa\main\maps\Radio_Village.map
---- q3map ----
----- FS_Startup -----
----------------------
19240 files in pk3 files
*** Entity 0, Brush 77, bounds (-960 -3880 16) - (-944 -3528 48)
^-- Fence masks must only be used with fence or nodraw.
*** Entity 166, Brush 0, bounds (-3580 -3520 24) - (-3516 -3506 208)
^-- Fence masks must only be used with fence or nodraw.
WARNING: Could not find 'models/static/corona_reg.map'.
TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_sem
icircle.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_large_sem
icircle.tik' (check referenced skb/skd files).
WARNING: Could not find 'models/static/static_kriegsflag.map'.
WARNING: Could not find 'models/static/static_radiostation4.map'.
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/toilet_shor
t/toilet_short.skc
WARNING: Could not find 'models/lights/lightbulb_caged.map'.
WARNING: Could not find 'models/static/static_domelight.map'.
WARNING: Could not find 'models/static/static_kriegsflag.map'.
WARNING: Could not find 'models/static/static_kriegsflag.map'.
WARNING: Could not find 'models/static/static_kriegsflag.map'.
WARNING: Could not find 'models/lights/lightbulb_caged.map'.
WARNING: Could not find 'models/static/static_domelight.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
************ 2 brushes with mixed fence masks ************
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.
10.6% fewer faces -- 5661 faces from 6335 (674 removed)
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds. //repeat this several times ;)
Writing C:\Games\Mohaa\main\maps\Radio_Village.bsp
Writing C:\Games\Mohaa\main\maps\Radio_Village.vis
60 seconds elapsed
C:\Games\Mohaa\main\maps>"C:\Games\Mohaa\MOHAAT~1\MOHAAT~1\Q3map.exe" -vis -gam
edir C:\Games\Mohaa C:\Games\Mohaa\main\maps\Radio_Village.map
---- vis ----
----- FS_Startup -----
----------------------
19240 files in pk3 files
reading C:\Games\Mohaa\main\maps\Radio_Village.bsp
vis_derived = 0
reading C:\Games\Mohaa\main\maps\Radio_Village.prt
************ ERROR ************
LoadPortals: couldn't read C:\Games\Mohaa\main\maps\Radio_Village.prt
C:\Games\Mohaa\main\maps>"C:\Games\Mohaa\MOHAAT~1\MOHAAT~1\MOHlight.exe" -gamed
ir C:\Games\Mohaa C:\Games\Mohaa\main\maps\Radio_Village.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
19240 files in pk3 files
reading C:\Games\Mohaa\main\maps\Radio_Village.bsp
reading C:\Games\Mohaa\main\maps\Radio_Village.vis
Number of radiosity bounces = 0
Radiosity turned off due to no VIS data being present
====== Initial Lighting ======
ambient light at (20.00 20.00 20.00)
0 light emitting surfaces
(226.06) seconds.
====== Calc Static Models ======
0) Model: static/vehicle_opeltruck.tik
1) Model: static/corona_reg.tik
2) Model: static/lightbulb_covered_on_wire_short.tik
3) Model: static/rock_medium.tik
4) Model: static/metaldesk.tik
5) Model: static/bunkershelves.tik
6) Model: static/bunkertable.tik
7) Model: static/rock_medium.tik
8) Model: static/rock_medium.tik
9) Model: static/rock_large_omaha.tik
10) Model: static/sandbag_small_semicircle.tik
TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_sem
icircle.tik' (check referenced skb/skd files).
11) Model: static/sandbag_small_semicircle.tik
12) Model: static/bookcase.tik
13) Model: static/cabinet_small.tik
14) Model: static/cabinet_tall.tik
15) Model: furniture/grillchair.tik
16) Model: static/desk.tik
17) Model: static/sandbag_large_semicircle.tik
TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_large_sem
icircle.tik' (check referenced skb/skd files).
18) Model: static/sandbag_link_rightbend.tik
19) Model: static/sandbag_link_main.tik
20) Model: static/sandbag_link_leftbend.tik
21) Model: static/sandbag_link_bottomcap.tik
22) Model: static/locker.tik
23) Model: static/locker.tik
24) Model: static/bunkershelves.tik
25) Model: static/static_kriegsflag.tik
26) Model: static/static_radiostation4.tik
27) Model: static/bottle_small.tik
28) Model: static/bottle_large.tik
29) Model: static/toilet_short.tik
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/toilet_shor
t/toilet_short.skc
30) Model: static/nazi_crate.tik
31) Model: static/bunkershelves.tik
32) Model: lights/lightbulb_caged.tik
33) Model: static/static_domelight.tik
WARNING: Couldn't find image for shader static_glass
34) Model: static/bunkertable.tik
35) Model: static/bunkerbench.tik
36) Model: static/bunkershelves.tik
37) Model: static/sandbag_link_main.tik
38) Model: static/sandbag_link_main.tik
39) Model: static/sandbag_link_main.tik
40) Model: static/sandbag_link_main.tik
41) Model: static/sandbag_link_bottomcap.tik
42) Model: static/static_kriegsflag.tik
43) Model: static/rock_large_omaha.tik
44) Model: static/tree_commontree.tik
45) Model: static/tree_commontree.tik
46) Model: static/static_kriegsflag.tik
47) Model: static/static_kriegsflag.tik
48) Model: static/rock_medium.tik
49) Model: static/rock_medium.tik
50) Model: static/rock_medium.tik
51) Model: static/rock_medium.tik
52) Model: lights/lightbulb_caged.tik
53) Model: static/static_domelight.tik
54) Model: static/bush_full.tik
55) Model: static/bush_full.tik
56) Model: static/bush_full.tik
57) Model: static/bush_full.tik
58) Model: static/bush_full.tik
59) Model: static/bush_full.tik
60) Model: static/bush_full.tik
61) Model: static/bush_sparseshrub.tik
62) Model: static/tree_commontree.tik
63) Model: static/bush_full.tik
64) Model: static/bush_full.tik
65) Model: static/bush_full.tik
66) Model: static/bush_full.tik
67) Model: static/bush_full.tik
68) Model: static/bush_full.tik
69) Model: static/bush_full.tik
70) Model: static/rock_large_omaha.tik
71) Model: static/rock_large_omaha.tik
72) Model: static/rock_large_omaha.tik
73) Model: static/rock_large_omaha.tik
74) Model: static/rock_large_omaha.tik
75) Model: static/rock_large_omaha.tik
76) Model: static/rock_medium.tik
77) Model: static/rock_medium.tik
78) Model: static/rock_large_omaha.tik
79) Model: static/rock_large_omaha.tik
80) Model: static/rock_large_omaha.tik
81) Model: static/rock_large_omaha.tik
82) Model: static/bunkershelves.tik
83) Model: static/lightbulb_covered_on_wire_short.tik
84) Model: static/lightbulb_covered_on_wire_short.tik
85) Model: static/lightbulb_covered_on_wire_short.tik
86) Model: static/bush_full.tik
87) Model: static/bush_full.tik
88) Model: static/bush_full.tik
89) Model: static/corona_reg.tik
90) Model: static/corona_reg.tik
91) Model: static/corona_reg.tik
92) Model: static/vehicle_opeltruck.tik
93) Model: static/vehicle_opeltruck.tik
Total Models Lit: 94
Total Vertecies Lit: 15771
Total Vertecies that were in Solid Leafs: 148
Data Size: 63593 bytes
====== Calc Light & Diffuse Grids ======
(3.09) seconds.
(1.93) seconds.
====== Compress Light & Diffuse Grids ======
====== Final Lightmap Assembly ======
(0.14) seconds.
====== Entity Lighting Lights ======
====== Write Out BSP File ======
writing C:\Games\Mohaa\main\maps\Radio_Village.bsp
263 seconds elapsed
C:\Games\Mohaa\main\maps>pause
Press any key to continue . . .
i know i got some blabla from models which i'll fix later from the sticky in the forum, but if the compiler doesnt create a .prt does that mean that my vis brushes wont work in creating portals when i enter the game ... cause the showportal command exits my map to the main menu ...
Posted: Tue Apr 08, 2003 1:39 am
by mohaa_rox
Try File-->Point File
OR
Create a skybox around your whole entire map.
Posted: Tue Apr 08, 2003 1:51 am
by -Gandalf-
okay i did the pointfile and it reads the .lin of my map and i get some red lines across in my 2d/3d views ... is that of any help? what is it showing ...?
they go actually pretty weird in their directions not following perhaps the brushes patterns as in straight square lines ...
and if not ... the skybox ... make a brush cover the whole map and put a skyportal tex with it? ...
thanx a lot for the help
Posted: Tue Apr 08, 2003 3:51 am
by Balr14
You had and error in the BSP compile step (leak). You can not do vis or lighting with a leaky map.
Posted: Tue Apr 08, 2003 4:11 am
by -Gandalf-
cant do vis or lightning?

if it does the ambient section and finishes the calc glow and all that after the bsp section see above ...
okay i added the -v to see more info any idea?
Code: Select all
bla bla
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
entering models/static/vehicle_opeltruck.map
entering models/static/vehicle_opeltruck.map
2108 total world brushes
1396 detail brushes
27 patches
1934 boxbevels
0 edgebevels
201 entities
8056 planes
4 areaportals
0 terrain maps
size: -4184,-6384, -336 to 752, -656, 1056
############### world model ###############
----- PatchMapDrawSurfs -----
27 patches
21 patch LOD groups
--- FaceBSP ---
5558 faces
3454 leafs
----- FilterStructuralBrushesIntoTree -----
930 structural brushes
2219 cluster references
----- MakeTreePortals -----
--- FloodEntities ---
1758 flooded leafs
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
--- LeakFile ---
18 point linefile
----- ClipSidesIntoTree -----
--- NumberClusters ---
1758 visclusters
5584 visportals
6230 solidfaces
--- FloodAreas ---
WARNING: areaportal brush 0 doesn't touch two areas
WARNING: areaportal brush 3 doesn't touch two areas
WARNING: areaportal brush 2 doesn't touch two areas
WARNING: areaportal brush 1 doesn't touch two areas
2 areas
----- FilterDetailBrushesIntoTree -----
1178 detail brushes
1973 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
Removing extraneous vertices...
(0.00) seconds.
Merging faces...
10.8% fewer faces -- 5640 faces from 6326 (686 removed)
----- FixTJunctions -----
the areaportal i will remove now, but besides that i fixed those fence masks problems but i'm getting leaks somewhere ... if the leak is preventing from creating the .prt which at last makes my vis_leafgroups not work then that is the prob ... is that why i dont think my vis_leafs are not dropping fps. cause now i can use the showtris in console and im standing in on of the vis_leafgroups which i targeted the others that cant be seen but in showtris i can see the white lines for everything in front ...
anyway
1. not having a .prt is making my leafgroups not work?
2. any idea what is the leakage?
3. thanx a lot!!!
Posted: Tue Apr 08, 2003 7:11 am
by RUNGSI
Barl is correct, what he is trying to tell you is:
the vis and the prt will be ignored if you have a leak.
FIX YOUR LEAK
Posted: Tue Apr 08, 2003 4:43 pm
by -Gandalf-
yeah sorry for not updating, i fixed the leak for now partially ... as in the leak must be somewhere on my floor brushes cause its sealed above so i just added for now a big brush below conecting the main walls with the floor, thus now i get i guess a proper compilation time considering i added some stuff like the -fast on vis and light ...
oh does the -fast in light process help? i felt my ambient light took normal time but my radiosity was like 600 seconds long ... anyway i playing around now with dropping fps as i've read in several posts ... been doing inside house leafgroups to target each other ... but in some cases only some of the vertices are not drawn ... for instance just 4 sides of a crate are not drawn i can see the other 2 lines drawn even though its covered by a leafgroup ...
oh and i placed one area portal which divided two leafgroups and i got the door to look like it was caulked since when on one side you can see my sky-wall as when on the other it gets also the same effect blurred ... funny ... at least on one side with showtris 2 i can only see the lines for the room your in ...
anyway ... havent heard much, but what is hint mainly used for?
i got an idea of vis/vis-leafgroups/detail/nodraw/but what about hint?
oh and i used some area portals on door "frames" is that the way which can drop mtex only making them the size of the door frame? ... at least i could perhaps think that would be the case from watching it with showportal 1 ...
thanxs, sorry for the trouble ...

Posted: Tue Apr 08, 2003 5:37 pm
by jv_map
Do a search for the hint thing
r_showportal 1 doesn't have much to do with your areaportals, it just shows vis portals which is something totally different. Read
here (by TheStorm).
Balr14 wrote:You had and error in the BSP compile step (leak). You can not do vis or lighting with a leaky map.
You can light a map with leaks, radiosity won't work though.
Posted: Tue Apr 08, 2003 8:07 pm
by -Gandalf-
ok will do ... um, well at least i fixed the leak problem and now have a better floor cut up and changed all around instead of a big block covering everything below ... (as in 1st floor all diferent places and 2 below it just to close skybox) ... haha i had a leak where somehow with pointfile the red line would just cross through a struct brush, darn it, had to do that section of a vent system again ... but now i'm just doing some vis_leafgroup work to drop fps all around the map ... hmm i have about 38 or so leafgroups ... after linking them with target will that make a 'lot' of difference on my compile or not so much ... i have it at -fast now ...
anyway if you find that my questions are repetitive stop me now here and close the thread so i dont waste your time
thanx
Gandalf
Posted: Sat Apr 12, 2003 7:28 pm
by HUNTER--{A}--
I get that leaked message as well when compiling and it does not stop me from getting a vis a prt or a bsp. I know my leak is that part of my LOD sticks out past the sky box.