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Modding ?s

Posted: Mon Dec 08, 2003 3:21 am
by KeenEye
Okay... ive been looking to do some modded maps for my clan... and I decompiled the *.bsp file for Southern France, I got the general map with some messed up texture positioning... minor problem, and alot of overlapping brushes. I put in a few things then wanted to run the map so i took all the files i could find for mohdm1 (southern france) from the pak file in main, and copied them to my folder for map editing. when i run MBuilder on the new *.map file i was working on it starts running and says

Entity 0, Brush 6101: duplicate plane
Entity 0, Brush 6102: duplicate plane
Entity 0, Brush 6102: duplicate plane
Entity 0, Brush 6103: duplicate plane
Entity 0, Brush 6103: duplicate plane
Entity 0, Brush 6104: duplicate plane
Entity 0, Brush 6104: duplicate plane
Entity 0, Brush 6105: duplicate plane
Entity 0, Brush 6105: duplicate plane
Entity 0, Brush 6106: duplicate plane
Entity 0, Brush 6106: duplicate plane
Entity 0, Brush 6107: duplicate plane
Entity 0, Brush 6107: duplicate plane
Entity 0, Brush 6108: duplicate plane
Entity 0, Brush 6108: duplicate plane
Entity 0, Brush 6109: duplicate plane
Entity 0, Brush 6109: duplicate plane
Entity 0, Brush 6110: duplicate plane
Entity 0, Brush 6110: duplicate plane
Entity 0, Brush 6111: duplicate plane
Entity 0, Brush 6111: duplicate plane
Entity 0, Brush 6112: duplicate plane
Entity 0, Brush 6112: duplicate plane
Entity 0, Brush 6113: duplicate plane
Entity 0, Brush 6113: duplicate plane
Entity 0, Brush 6114: duplicate plane
Entity 0, Brush 6114: duplicate plane
Entity 0, Brush 6115: duplicate plane
Entity 0, Brush 6115: duplicate plane
Entity 0, Brush 6116: duplicate plane
Entity 0, Brush 6116: duplicate plane
Entity 0, Brush 6117: duplicate plane
Entity 0, Brush 6117: duplicate plane
Entity 0, Brush 6118: duplicate plane
Entity 0, Brush 6118: duplicate plane
Entity 0, Brush 6119: duplicate plane
Entity 0, Brush 6119: duplicate plane
Entity 0, Brush 6120: duplicate plane
Entity 0, Brush 6120: duplicate plane
Entity 0, Brush 6121: duplicate plane
Entity 0, Brush 6121: duplicate plane
Entity 0, Brush 6122: duplicate plane
Entity 0, Brush 6122: duplicate plane
Entity 0, Brush 6123: duplicate plane
Entity 0, Brush 6123: duplicate plane
Entity 0, Brush 6124: duplicate plane
Entity 0, Brush 6124: duplicate plane
Entity 0, Brush 6125: duplicate plane
Entity 0, Brush 6125: duplicate plane
Entity 0, Brush 6126: duplicate plane
Entity 0, Brush 6126: duplicate plane
Entity 0, Brush 6127: duplicate plane
Entity 0, Brush 6127: duplicate plane
Entity 0, Brush 6128: duplicate plane
Entity 0, Brush 6128: duplicate plane
Entity 0, Brush 6129: duplicate plane
Entity 0, Brush 6129: duplicate plane
Entity 0, Brush 6130: duplicate plane
Entity 0, Brush 6130: duplicate plane
Entity 0, Brush 6131: duplicate plane
Entity 0, Brush 6131: duplicate plane
Entity 0, Brush 6132: duplicate plane
Entity 0, Brush 6132: duplicate plane
Entity 0, Brush 6133: duplicate plane
Entity 0, Brush 6133: duplicate plane
Entity 0, Brush 6134: duplicate plane
Entity 0, Brush 6134: duplicate plane
Entity 0, Brush 6135: duplicate plane
Entity 0, Brush 6135: duplicate plane
Entity 0, Brush 6136: duplicate plane
Entity 0, Brush 6136: duplicate plane
Entity 0, Brush 6137: duplicate plane
Entity 0, Brush 6137: duplicate plane
Entity 0, Brush 6138: duplicate plane
Entity 0, Brush 6138: duplicate plane
Entity 0, Brush 6139: duplicate plane
Entity 0, Brush 6139: duplicate plane
Entity 0, Brush 6140: duplicate plane
Entity 0, Brush 6140: duplicate plane
Entity 0, Brush 6141: duplicate plane
Entity 0, Brush 6141: duplicate plane
Entity 0, Brush 6142: duplicate plane
Entity 0, Brush 6142: duplicate plane
Entity 0, Brush 6143: duplicate plane
Entity 0, Brush 6143: duplicate plane
Entity 46, Brush 0: duplicate plane
Entity 46, Brush 0: duplicate plane
Entity 46, Brush 1: duplicate plane
Entity 46, Brush 1: duplicate plane
Entity 46, Brush 2: duplicate plane
Entity 46, Brush 2: duplicate plane
Entity 46, Brush 3: duplicate plane
Entity 46, Brush 3: duplicate plane
Entity 47, Brush 0: duplicate plane
Entity 47, Brush 0: duplicate plane
Entity 47, Brush 1: duplicate plane
Entity 47, Brush 1: duplicate plane
Entity 47, Brush 2: duplicate plane
Entity 47, Brush 2: duplicate plane
Entity 47, Brush 3: duplicate plane
Entity 47, Brush 3: duplicate plane
Entity 48, Brush 0: duplicate plane
Entity 48, Brush 0: duplicate plane
Entity 48, Brush 1: duplicate plane
Entity 48, Brush 1: duplicate plane
Entity 48, Brush 2: duplicate plane
Entity 48, Brush 2: duplicate plane
Entity 48, Brush 3: duplicate plane
Entity 48, Brush 3: duplicate plane
Entity 66, Brush 0: duplicate plane
Entity 66, Brush 0: duplicate plane
Entity 66, Brush 1: duplicate plane
Entity 66, Brush 1: duplicate plane
Entity 66, Brush 2: duplicate plane
Entity 66, Brush 2: duplicate plane
Entity 66, Brush 3: duplicate plane
Entity 66, Brush 3: duplicate plane
Entity 67, Brush 0: duplicate plane
Entity 67, Brush 0: duplicate plane
Entity 67, Brush 1: duplicate plane
Entity 67, Brush 1: duplicate plane
Entity 67, Brush 2: duplicate plane
Entity 67, Brush 2: duplicate plane
Entity 67, Brush 3: duplicate plane
Entity 67, Brush 3: duplicate plane
Entity 73, Brush 0: duplicate plane
Entity 73, Brush 0: duplicate plane
Entity 73, Brush 1: duplicate plane
Entity 73, Brush 1: duplicate plane
Entity 73, Brush 2: duplicate plane
Entity 73, Brush 2: duplicate plane
Entity 73, Brush 3: duplicate plane
Entity 73, Brush 3: duplicate plane
Entity 74, Brush 0: duplicate plane
Entity 74, Brush 0: duplicate plane
Entity 74, Brush 1: duplicate plane
Entity 74, Brush 1: duplicate plane
Entity 74, Brush 2: duplicate plane
Entity 74, Brush 2: duplicate plane
Entity 74, Brush 3: duplicate plane
Entity 74, Brush 3: duplicate plane
Entity 75, Brush 0: duplicate plane
Entity 75, Brush 0: duplicate plane
Entity 75, Brush 1: duplicate plane
Entity 75, Brush 1: duplicate plane
Entity 75, Brush 2: duplicate plane
Entity 75, Brush 2: duplicate plane
Entity 75, Brush 3: duplicate plane
Entity 75, Brush 3: duplicate plane
Entity 76, Brush 0: duplicate plane
Entity 76, Brush 0: duplicate plane
Entity 76, Brush 1: duplicate plane
Entity 76, Brush 1: duplicate plane
Entity 76, Brush 2: duplicate plane
Entity 76, Brush 2: duplicate plane
Entity 76, Brush 3: duplicate plane
Entity 76, Brush 3: duplicate plane
Entity 77, Brush 0: duplicate plane
Entity 77, Brush 0: duplicate plane
Entity 77, Brush 1: duplicate plane
Entity 77, Brush 1: duplicate plane
Entity 77, Brush 2: duplicate plane
Entity 77, Brush 2: duplicate plane
Entity 77, Brush 3: duplicate plane
Entity 77, Brush 3: duplicate plane
Entity 78, Brush 0: duplicate plane
Entity 78, Brush 0: duplicate plane
Entity 78, Brush 1: duplicate plane
Entity 78, Brush 1: duplicate plane
Entity 78, Brush 2: duplicate plane
Entity 78, Brush 2: duplicate plane
Entity 78, Brush 3: duplicate plane
Entity 78, Brush 3: duplicate plane
Entity 79, Brush 0: duplicate plane
Entity 79, Brush 0: duplicate plane
Entity 79, Brush 1: duplicate plane
Entity 79, Brush 1: duplicate plane
Entity 79, Brush 2: duplicate plane
Entity 79, Brush 2: duplicate plane
Entity 79, Brush 3: duplicate plane
Entity 79, Brush 3: duplicate plane
Entity 81, Brush 0: duplicate plane
Entity 81, Brush 0: duplicate plane
Entity 81, Brush 1: duplicate plane
Entity 81, Brush 1: duplicate plane
Entity 81, Brush 2: duplicate plane
Entity 81, Brush 2: duplicate plane
Entity 81, Brush 3: duplicate plane
Entity 81, Brush 3: duplicate plane
Entity 82, Brush 0: duplicate plane
Entity 82, Brush 0: duplicate plane
Entity 82, Brush 1: duplicate plane
Entity 82, Brush 1: duplicate plane
Entity 82, Brush 2: duplicate plane
Entity 82, Brush 2: duplicate plane
Entity 82, Brush 3: duplicate plane
Entity 82, Brush 3: duplicate plane
Entity 83, Brush 0: duplicate plane
Entity 83, Brush 0: duplicate plane
Entity 83, Brush 1: duplicate plane
Entity 83, Brush 1: duplicate plane
Entity 83, Brush 2: duplicate plane
Entity 83, Brush 2: duplicate plane
Entity 83, Brush 3: duplicate plane
Entity 83, Brush 3: duplicate plane
Entity 84, Brush 0: duplicate plane
Entity 84, Brush 0: duplicate plane
Entity 84, Brush 1: duplicate plane
Entity 84, Brush 1: duplicate plane
Entity 84, Brush 2: duplicate plane
Entity 84, Brush 2: duplicate plane
Entity 84, Brush 3: duplicate plane
Entity 84, Brush 3: duplicate plane
Entity 88, Brush 0: duplicate plane
Entity 88, Brush 0: duplicate plane
Entity 88, Brush 1: duplicate plane
Entity 88, Brush 1: duplicate plane
Entity 88, Brush 2: duplicate plane
Entity 88, Brush 2: duplicate plane
Entity 88, Brush 3: duplicate plane
Entity 88, Brush 3: duplicate plane
Entity 89, Brush 0: duplicate plane
Entity 89, Brush 0: duplicate plane
Entity 89, Brush 1: duplicate plane
Entity 89, Brush 1: duplicate plane
Entity 89, Brush 2: duplicate plane
Entity 89, Brush 2: duplicate plane
Entity 89, Brush 3: duplicate plane
Entity 89, Brush 3: duplicate plane
Entity 90, Brush 0: duplicate plane
Entity 90, Brush 0: duplicate plane
Entity 90, Brush 1: duplicate plane
Entity 90, Brush 1: duplicate plane
Entity 90, Brush 2: duplicate plane
Entity 90, Brush 2: duplicate plane
Entity 90, Brush 3: duplicate plane
Entity 90, Brush 3: duplicate plane
Entity 91, Brush 0: duplicate plane
Entity 91, Brush 0: duplicate plane
Entity 91, Brush 1: duplicate plane
Entity 91, Brush 1: duplicate plane
Entity 91, Brush 2: duplicate plane
Entity 91, Brush 2: duplicate plane
Entity 91, Brush 3: duplicate plane
Entity 91, Brush 3: duplicate plane
Entity 92, Brush 0: duplicate plane
Entity 92, Brush 0: duplicate plane
Entity 92, Brush 1: duplicate plane
Entity 92, Brush 1: duplicate plane
Entity 92, Brush 2: duplicate plane
Entity 92, Brush 2: duplicate plane
Entity 92, Brush 3: duplicate plane
Entity 92, Brush 3: duplicate plane
Entity 93, Brush 0: duplicate plane
Entity 93, Brush 0: duplicate plane
Entity 93, Brush 1: duplicate plane
Entity 93, Brush 1: duplicate plane
Entity 93, Brush 2: duplicate plane
Entity 93, Brush 2: duplicate plane
Entity 93, Brush 3: duplicate plane
Entity 93, Brush 3: duplicate plane
Entity 94, Brush 0: duplicate plane
Entity 94, Brush 0: duplicate plane
Entity 94, Brush 1: duplicate plane
Entity 94, Brush 1: duplicate plane
Entity 94, Brush 2: duplicate plane
Entity 94, Brush 2: duplicate plane
Entity 94, Brush 3: duplicate plane
Entity 94, Brush 3: duplicate plane
Entity 95, Brush 0: duplicate plane
Entity 95, Brush 0: duplicate plane
Entity 95, Brush 1: duplicate plane
Entity 95, Brush 1: duplicate plane
Entity 95, Brush 2: duplicate plane
Entity 95, Brush 2: duplicate plane
Entity 95, Brush 3: duplicate plane
Entity 95, Brush 3: duplicate plane
Entity 218, Brush 0: duplicate plane
Entity 218, Brush 0: duplicate plane
Entity 218, Brush 1: duplicate plane
Entity 218, Brush 1: duplicate plane
Entity 218, Brush 2: duplicate plane
Entity 218, Brush 2: duplicate plane
Entity 218, Brush 3: duplicate plane
Entity 218, Brush 3: duplicate plane
Entity 227, Brush 0: duplicate plane
Entity 227, Brush 0: duplicate plane
Entity 227, Brush 1: duplicate plane
Entity 227, Brush 1: duplicate plane
Entity 227, Brush 2: duplicate plane
Entity 227, Brush 2: duplicate plane
Entity 227, Brush 3: duplicate plane
Entity 227, Brush 3: duplicate plane
lightmapdensity = 16.000000
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.


Then doesnt run after that... all it creates is a *.lin file and no *.bak or *.vis or *.bsp file... probably because it doesnt get to that part... is this due to too many overlapping brushes that it cant run or what? I have an handle on map building somewhat... but not on the scripting etc.

decompiling

Posted: Mon Dec 08, 2003 3:35 am
by tltrude
It would take weeks and weeks to fix all the problem that decompiling creates. There are hundreds of extra overlapping brushes (wherever a texture was adjusted), and all the utility brushes will be missing (like door origin brushes). Models will be missing too. There will also, be thousands of duplicate planes, as you have seen.

Your best bet is to find someone that has already done all the work and beg them for the repaired map!!!! I have a partly repaired one (that works) if you want it, but I gave up.

good luck!

Posted: Mon Dec 08, 2003 3:42 am
by KeenEye
Ya i thought it would be alot of fixes BUT if i fix all the overlapping brushes will i be able to compile and enter the map? Or do i have to put origin brushes for all the doors too and all that other stuff before i can even run it in the game? I just added something and tried to enter the game but No Go.

mail

Posted: Mon Dec 08, 2003 3:46 am
by tltrude
Send me an e-mail and I'll send mine--at least you will be able to play it.

Posted: Mon Dec 08, 2003 5:54 am
by KeenEye
Thanks :D I could use that! But anyway do you or does anyone else know what the problem could be with getting it compiled because i plan on doing other maps... if its too many overlapping brushes i can eventually fix that, but i just need to know if its JUST that so i dont waste a bunch of time.

.lin

Posted: Mon Dec 08, 2003 7:52 am
by tltrude
Well, you say it made a ".lin" file and that means there is a skybox leak (leak into the void). You can see where it is by clicking on file/pointfile and following the red line into the void.

But, it was probably the thousands of duplicate planes that caused it not to compile. The Southern France map I sent has those removed already, but I also sent the plugin to get rid of duplicate planes.

Posted: Tue Dec 09, 2003 1:48 am
by KeenEye
Thankyou, i fixed my decompiled map somewhat so far thanks to the plugins. I literally had over 6000 duplicate planes. ALOT!

Just had one more question... is there an easier way to adjust (center) textures without side stretching the brush they are on then dragging it?

Posted: Tue Dec 09, 2003 2:35 am
by KeenEye
Also... I think i fixed the skybox leak thing... i put a 'caulk' textured box around the whole map, i dont get the LEAKED message anymore, but now i get this...


C:\PROGRA~1\MOHAA\main\maps>"C:\PROGRA~1\MOHAA\MAPEDI~1\MOHAAT~1\Q3map.exe" -ga
medir C:\PROGRA~1\MOHAA C:\PROGRA~1\MOHAA\main\maps\mohdm1modding.map
---- q3map ----
----- FS_Startup -----
----------------------
26971 files in pk3 files
FloatPlane: bad normal
Entity 0, Brush 2993: mirrored plane
FloatPlane: bad normal
Entity 0, Brush 2994: mirrored plane
Entity 0, Brush 5551: mirrored plane
Entity 0, Brush 5564: mirrored plane
Entity 0, Brush 5573: mirrored plane
Entity 0, Brush 5586: mirrored plane
Entity 0, Brush 5603: mirrored plane
Entity 0, Brush 5616: mirrored plane
Entity 0, Brush 5637: mirrored plane
Entity 0, Brush 5650: mirrored plane
lightmapdensity = 16.000000
writing C:\PROGRA~1\MOHAA\main\maps\mohdm1modding.prt
(0.00) seconds.


Then it stops, can you help me? all i have is the script file (i think it is) called a screen saver file even though it isnt, and i have it renamed the same as the map file im compiling, and into the same directory.

Thanks again!

Posted: Tue Dec 09, 2003 2:41 am
by omniscient
yuo cant just use caulk, u need an actual texture. using caulk doesnt fix a leak. u should just texture it with the same sky. also may i suggest server side mods, and not actually map mods. like if your just going to put a couple of '42s just do it server side.

leak

Posted: Tue Dec 09, 2003 6:55 am
by tltrude
Sorry, omniscient, but a caulk box around the whole map will stop leaks into the void--as he said it did.

Those mirrored plane brushes will have to be found and fixed (or deleted). You can find them by those brush numbers under edit > find entity/brush. the brush numbers change everytime you save (if you add or remove one), so make sure you have the right numbers.

One problem that causes the compile to fail is having too many pk3 files in main. This line says you have: "26971 files in pk3 files". It is a good idea to put all non-original pk3s in a temp folder while you are using the editor or compiling (except endefs.pk3 of course).

Key S will bring up the Surface Properties window. With it you can adjust textures. Also, Ctrl F will make the texture "fit the face". Under Textures > Texture Lock, you can lock textures so they don't change when a brush is moved or rotated.

Posted: Tue Dec 09, 2003 7:16 am
by KeenEye
I was planning on adding a bit more than MG42's ... maybe add some to the architecture... but then i was also planning on having the mods run off the server so people dont have to download them, would i encounter any problems if there is too much modded and they are ran off the server?

i have someone who is willing to run them off their server as it stands now. although im not really familiar with modding but im a quick learner

Posted: Wed Dec 10, 2003 12:49 am
by omniscient
if u only wnat little changes u should do it server side, if ur gonna add a whole building ur way would be better, but if your just going add a few walls here and there, or some entities, i would do it server side.

caulk has never fixed me leak problems, i assumed because it doesnt have a textures, so it draws the void anyway, o well, it doesnt matter, as long as ur maps plays its all good.

Posted: Fri Dec 12, 2003 3:02 am
by KeenEye
Another ? on that subject.... Im confused of how you would make the server ONLY load the additions i have made to the map... like how would you separate those from the unmodded map?

Posted: Fri Dec 12, 2003 3:58 am
by omniscient
well i dont know step by step, but u may want to download a map fix, and see how they add stuff. if u have questions on that, or want a tutorial, i would suggest the scripting forum.

spawning

Posted: Fri Dec 12, 2003 4:05 am
by tltrude
What he is talking about is spawning models into the map by just adding a few line to the script. But, that would be silly, I think, if you have the .map file and can just add them there.