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Help Me! I am desperate. Serious Issues and compiling errors

Posted: Sat Jul 19, 2003 1:28 pm
by blackrat
The Messages the Compiler Gives While Compiling My level.

D:\PROGRA~1\EAGAME~1\MOHAA\main>"D:\PROGRA~1\EAGAME~1\MOHAA\main\Q3map.exe" -ga
medir d:\PROGRA~1\EAGAME~1\MOHAA D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackra
t.map
---- q3map ----
----- FS_Startup -----
----------------------
18329 files in pk3 files
WARNING: Couldn't find image for shader textures/notexture
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Could not find 'models/furniture/luxurychair_d.map'.
WARNING: Could not find 'models/static/body_usvest03.map'.
WARNING: Could not find 'models/static/static_kriegsflag.map'.
TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_sem
icircle.tik' (check referenced skb/skd files).
WARNING: Entity 6 of type 'equipment_searchlight-base' leaked
WARNING: Entity 11 of type 'equipment_searchlight-on' leaked
WARNING: Entity 15 of type 'light' leaked
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.
2.7% fewer faces -- 4559 faces from 4687 (128 removed)

************ ERROR ************
MAX_SURFACE_VERTS

D:\PROGRA~1\EAGAME~1\MOHAA\main>"D:\PROGRA~1\EAGAME~1\MOHAA\main\Q3map.exe" -vis
-gamedir d:\PROGRA~1\EAGAME~1\MOHAA D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_bl
ackrat.map
---- vis ----
----- FS_Startup -----
----------------------
18329 files in pk3 files
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackrat.bsp
farplane_dist = 100000.000000
vis_derived = 0
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackrat.prt

************ ERROR ************
LoadPortals: couldn't read D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackrat.prt


D:\PROGRA~1\EAGAME~1\MOHAA\main>"D:\PROGRA~1\EAGAME~1\MOHAA\main\MOHlight.exe"
-gamedir d:\PROGRA~1\EAGAME~1\MOHAA D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blac
krat.map
======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
18329 files in pk3 files
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackrat.bsp
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackrat.vis

************ ERROR ************
Error opening D:\PROGRA~1\EAGAME~1\MOHAA\main\test_mp_blackrat.vis: No such file
or directory

D:\PROGRA~1\EAGAME~1\MOHAA\main>pause
Press any key to continue . . .

Initially my map compiled fine with only the odd light leak.
then i changed many brushes (some terrain some static window stuff)
to detail brushes. then the max_ error happened
When the MAX_SURFACE_VERTS errors started in frustration i deleted alll
i mean all test_mp_blackrat.* files except .map and .scr and now all of the above occurs please please this is urgent my life depends on it.

Do i have to make my map from scratch or can i rescue it somehow i mean how do i (re)make my vis file and prt file

AND HOW DO I AVOID SUCH AN ERROR

also how do i add a fountain with water particle spray

ALSO
I HAVE MADE MY MAP ACC TO THE BASIC RULES
1)CAULK FIRST THEN APPLY ANYTHIN ELSE.
2)JUST THE BARE NECESSITIES

ANOTHER QUESTION
INSIDE CLOSED ROOMS IF THERE IS SOMETHING OUTSIDE WHICH IS COMPLEX WHEN I LOOK IN THE DIRECTION MY FRAMERATES TANK
WHEN SUPPOSEDLY ALL THAT IS ON MY SCREEN IS A WALL = 6 POLYS

MY CARD IS A GF2-MX 400
MY CPU IS 2.40B ON ASUS P4T533 WITH 1GB RIMM4200 RDRAM

WHEW! PLEASE, EVEN IF THERE AINT A SOLUTION PLEASE LET ME KNOW DONT LEAVE ME HANGIN ATLEAST TELL ME.

Complexity

Posted: Sat Jul 19, 2003 1:50 pm
by tltrude
My guess is you have a lot of curve mesh in the map. Try lowing the complexity (number of triangles) of the larger patches.

If your room has windows, the game will draw everything outside. You can place hint brushes or portal brushes in doorway openings (in rooms without windows) and that should help. Beyond that, you will have to learn about vis_leafgroups.

Also try lowering the texture scale of your LOD terrain. Blocking the view with walls helps too.

Posted: Sat Jul 19, 2003 2:01 pm
by blackrat
thank you for reply god bless you
the map is very flat
many flat surfaces
only 3 lod surfaces

how do i rectify other errors

Posted: Sat Jul 19, 2003 2:09 pm
by Ramah Palmer
I reckon a lot of your errors are occuring coz your skybox leaks. If it cannot complete one part of the compile process correctly then it stuffs up later parts.
Run POINTFILE from your 'File' menu in MOHRadiant and it will show you where the leaks are.
I should imagine that sorting that out will lose SOME of your errors.

Posted: Sat Jul 19, 2003 2:15 pm
by Ramah Palmer
One more thing - and I myself am new to the world of mapping so might be talking out of my *rse, but you say you turned most of the brushes to detail - even terrain. Do you mean LOD Terrain? Coz I don't think you can detail this - or a flat brush that you are using as terrain? Could this be a possibility for your error?
I'm not sure if a brush that is a part of your overall skybox is allowed to be detail is it?
Have you tried turning the brushes back to structural?

And surely m8, if you still have your .map file then this is recoverable.

Posted: Sat Jul 19, 2003 2:16 pm
by panTera
Okay, most of these are common errors, did you read the Sticky thread on 'Compile errors' here on the Mapping forum? Most of them are listed with their solutions.

Because of the leak in the map, the compiler skips the Vis process. And without Vis information it can't write the .prt file. (If you do a -fast Vis for testing, you get the same errors). Once the leak is gone, the Vis process will run again and make a .prt file.
(I usually make a leak on purpose so the map compiles a lot faster than without a leak. It's no problem as long as you know where the leak is and know how to fix it. If you don't, check if there's a .lin file, so you can do file -> pointfile to find the leak.).

As for that other question:
When looking at a solid wall you would not expect the engine to draw the stuff that's behind it. Unfortunately that's not the way it works. For instance there could be a doorway behind you that can 'see' into the next hallway that in turn can 'see' the stuff that's behind the wall. In other words, when too many 'viewportals' can see eachother, the frames might drop.

Max_surface_verts -> see this thread /forum/viewtopic.php?t=2848&highlight=verts

Posted: Sat Jul 19, 2003 2:24 pm
by blackrat
thank you
thank you

atlast something to work on

Posted: Sat Jul 19, 2003 2:33 pm
by blackrat
it seems i had made toolong a ladder some errors have gone
ill post back in a min about performance etc

also how do i gauge opinion of my map
what i mean to say is how can i get responses to my map dev continuiously

still many leaks how do i fix them

ill try some more

Posted: Sat Jul 19, 2003 2:47 pm
by blackrat
hmmm perf increased
now i am getting 35 fps @ 800*600:32 4xaf

how do iimplement a cull fog or distance fog

Farplane

Posted: Sat Jul 19, 2003 8:00 pm
by tltrude
For fog you have to set the farplane. Click on any worldspawn brush and hit key N. Add these key/values:

Key: farplane
Value: 3000 <----this number will be the culling distance

Key: farplane_color
Value: .7 .7 .55 <--- a yellowish gray color, the three numbers are red, green, and blue.

Posted: Sun Jul 20, 2003 11:36 am
by blackrat
i implemented the fog it looks good ill tweak the colors

by the way is the fog in mohaa plane fog or radial fog

Posted: Sun Jul 20, 2003 12:38 pm
by Slyk
Can you post your system specs??? If you're getting only 35 FPS at 800x600 res, you are going to risk serious lag issues trying to play your map. Personally, I try to work hard to push every area of a map up to atleast 60 FPS. Now that is all depening on YOUR system specs, as everyone's isn't the same. For me, my system is middle-of-the-road. P4 1.8 512 RAM, G3/4600ti 64 RAM. I usually can design pretty texture/brush heavy areas and hold good 85-100 PFS. Sounds like you need to learn about VIS groups. That will really help you out. Search the forums for lots of related topics/posts. Seriously try to get all your areas up in FPS. You'll be much happier....not always easy...but.

Posted: Sun Jul 20, 2003 5:14 pm
by Balr14
MOHAA fog is plane fog. It has no volume.

You have no other errors. Entity leaks (as long as they are not touching your skybox) occur when an entity has penetrated a brush, which is often unavoidable due to the shape or properties of the entity. The compiler just likes to complain about them, but they cause no harm.

You can't turn a mesh into detail. You should put a flat caulk brush under any mesh so the engine doesn't see through it.

LOD terrain frequently causes performance problems, but in your case something else is going on. You only have 4500 faces. You don't have a lot of models (static entities) on your map, do you?

My System Specs as requested

Posted: Sun Jul 20, 2003 6:04 pm
by blackrat
p4 2.40B
Asus P4t533/r
512 mb rimm 4200 RDram
seagate cheetah 80gb
19" samsung syncmaster 955 df
Gf2 mx 200 (not 400)
Audigy 2 Pl.