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compiling

Posted: Sun Oct 06, 2002 4:08 pm
by Guest
hello,
When I compile my map with Mbuilder, I can see that it says that there is an error but it goes so quik that I can't see what kind of error. I need the compile proces to see what's wrong. Is there a compile log file stored after compiling?

Posted: Sun Oct 06, 2002 4:18 pm
by Surgeon
Have you ticked the 3 pause after buttons - this means that after the light proces etc , MBuilder will pause the compiling process and you should be able to view the error. As far as I know MBuilder doesn't create a log - but I may be wrong

Creating a log

Posted: Sun Oct 06, 2002 5:01 pm
by Guest
It's possible to have MBuilder create a log, but you'll have to edit the command line in the lower left window. If you for example add '>> C:\temp\log.txt' after each line (except for the pause ones), the output of q3map and mohlight will not be written to the screen but to the file log.txt in C:\temp.

Posted: Sun Oct 06, 2002 5:04 pm
by jv_map
That last post was by me, just forgot to login, sorry.

Posted: Sun Oct 06, 2002 6:06 pm
by Coffeemilk_Q
okay guys, thnx
checking the pauze buttons helped me out, now I have the errors.
It's a leak, but is a leak in MOH editor the same as a leak in Worldcraft?(this is the editor used to create HL maps)

Below is my compile proces:


C:\PROGRA~1\MOHAAT~1\docs>"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -gamedir C:\PROGRA~1
\EAGAME~1\MOHAA C:\PROGRA~1\MOHAAT~1\docs\MAP1.map
---- q3map ----
----- FS_Startup -----
----------------------
18209 files in pk3 files
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Entity 4 of type 'func_rotatingdoor' leaked
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.
2.2% fewer faces -- 88 faces from 90 (2 removed)
(0.00) seconds.
Writing C:\PROGRA~1\MOHAAT~1\docs\MAP1.bsp
Writing C:\PROGRA~1\MOHAAT~1\docs\MAP1.vis
2 seconds elapsed

C:\PROGRA~1\MOHAAT~1\docs>pause
Druk op een toets om door te gaan. . .

C:\PROGRA~1\MOHAAT~1\docs>"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -gamedir C:\PRO
GRA~1\EAGAME~1\MOHAA C:\PROGRA~1\MOHAAT~1\docs\MAP1.map
---- vis ----
----- FS_Startup -----
----------------------
18209 files in pk3 files
reading C:\PROGRA~1\MOHAAT~1\docs\MAP1.bsp
vis_derived = 0
reading C:\PROGRA~1\MOHAAT~1\docs\MAP1.prt

************ ERROR ************
LoadPortals: couldn't read C:\PROGRA~1\MOHAAT~1\docs\MAP1.prt


C:\PROGRA~1\MOHAAT~1\docs>pause
Druk op een toets om door te gaan. . .

C:\PROGRA~1\MOHAAT~1\docs>"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -gamedir C:\PROGR
A~1\EAGAME~1\MOHAA C:\PROGRA~1\MOHAAT~1\docs\MAP1.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
18209 files in pk3 files
reading C:\PROGRA~1\MOHAAT~1\docs\MAP1.bsp
reading C:\PROGRA~1\MOHAAT~1\docs\MAP1.vis
Number of radiosity bounces = 0
Radiosity turned off due to no VIS data being present

====== Initial Lighting ======
0 light emitting surfaces
(0.17) seconds.

====== Calc Static Models ======
0) Model: static/corona_util.tik
1) Model: lights/ceilinglamp1.tik
Total Models Lit: 2
Total Vertecies Lit: 107
Total Vertecies that were in Solid Leafs: 2
Data Size: 655 bytes

====== Calc Light & Diffuse Grids ======
(0.01) seconds.
(0.01) seconds.

====== Compress Light & Diffuse Grids ======

====== Final Lightmap Assembly ======
(0.00) seconds.

====== Entity Lighting Lights ======

====== Write Out BSP File ======
writing C:\PROGRA~1\MOHAAT~1\docs\MAP1.bsp
2 seconds elapsed

C:\PROGRA~1\MOHAAT~1\docs>pause
Druk op een toets om door te gaan. . .


**** The underlined text is the part what I'm talking about****
ps. I'm the guy from the first post, I also forgot to login

Posted: Mon Oct 07, 2002 8:38 am
by TheStorm
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Entity 4 of type 'func_rotatingdoor' leaked
entity reached from outside -- no filling
**********************
******* leaked *******
********************** (0.00) seconds.

The first error "couldn't find model" happens for some of the original models that you put in your map. This error can often be ignored.

The second error is for a door you have put in your map, this error can also be ignored, the door might work anyway. If you want to correct it, look at how you have placed the origin brush for the door. This error occurs sometimes when the origin brush is inside a structural brush. The origin brush should only overlap the door brush.

The entity reached from outside ****leaked**** is the part that really messes it up for you. The skybox you have must be completly enclosed, Try and redraw it and make it thick. Also make sure that you don't have any entities located outside the skybox.

Posted: Mon Oct 07, 2002 10:43 am
by Coffeemilk_Q
okay, I checked my sky and made it thick, but it was completely enclosed . I selected pointfile from the file menu and a red line was drawn in my 2d view and 3d view, but it didn't get me anywhere closer to the leak. It starts at the light and then went through the func_window before it ends at my outer wall. (after that wall, the void starts).
I checked all my entities but none was outside my level, but an entity called worldspawn is one of my outside walls. Could this cause the problem? I tried to delete it and redraw the wall, but still it is a worldspawn.

Posted: Mon Oct 07, 2002 10:51 am
by TheStorm
Lights can sometimes leak even if they are inside the skybox. Try and remove the light that showed up in the pointfile. Is the light radius stretching outside the skybox?

Posted: Mon Oct 07, 2002 2:55 pm
by Coffeemilk_Q
ah! that was the problem, the radius went through the wall.
Now, how do I adjust the radius? I can select the light color but not it's radius.

Some questions and remarks

Posted: Mon Oct 07, 2002 2:58 pm
by Guest
The first error "couldn't find model" happens for some of the original models that you put in your map. This error can often be ignored.
This error has to do with the absence of static collision masks. If you get any of these errors, it means there are models in your map where the player can walk and shoot through.
The second error is for a door you have put in your map, this error can also be ignored, the door might work anyway. If you want to correct it, look at how you have placed the origin brush for the door. This error occurs sometimes when the origin brush is inside a structural brush. The origin brush should only overlap the door brush.
I get the same 'entity leaked' error on some func_windows of my map, but they don't have an origin and don't touch the void in any way. Do you have any other ideas how this error could be caused? The windows work properly by the way.
It starts at the light and then went through the func_window before it ends at my outer wall. (after that wall, the void starts).
Make sure your outer wall is a structural brush, no detail.

Oops!

Posted: Mon Oct 07, 2002 3:00 pm
by jv_map
Forgot to login again, sorry.
Darn, even a donkey wouldn't make the same error twice :(.
I'm very disappointed in myself now.

Posted: Mon Oct 07, 2002 3:02 pm
by Surgeon
Lol

Posted: Mon Oct 07, 2002 3:04 pm
by Coffeemilk_Q
Okay, now i'm sick of this. I checked the light radius, maked sure that it din't even touch the wall, made the wall a structural and still the pointfile is saying I have a leak drawing the same red line, deleting the light won't help, cause it's my only light. I deleted the window but nothing changed.

Posted: Mon Oct 07, 2002 6:59 pm
by TheStorm
But you can delete the light and add a new one!! You can also remove it, and add suncolor in your worldspawn.

suncolor
60 60 60

This will light the whole map.

Ambient lighting

Posted: Tue Oct 08, 2002 6:03 pm
by jv_map
I think the suncolor will only work when you have a skybox on your map. You might have to set sundirection and suncolor as well.

You may in any case use:

ambientlight
60 60 60

This will lighten all faces regardless of the sun.