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need help mbuilder won't compile correctly

Posted: Sun Dec 14, 2003 9:17 pm
by Se7eN
ok i know i have installed everything right cause i followed a tutorial on how to install everything.
Now i make a map and save it as we normally do to my main/maps/dm folder. then i open mbuilder and refresh maps pick map and compile. but the bsp,vis,and light don't show up in the dm folder.
i have know idea where they show up if the do.

when i run c:/cmd.exe i see that there is a bunch of errors and says no such file is in the dm folder. so i have no idea what to do any suggestions

Se7eN

Posted: Sun Dec 14, 2003 11:27 pm
by wacko
map name? with space(s)?

mbuilder

Posted: Mon Dec 15, 2003 5:19 am
by bobzilla
First: Remove all other maps (.pk3) from other users OUT OF MAIN folder.
This caused my mbuilder not to work. " I call it purify before before compile".
Second: Double check your paths set in mbuilder.
Third: If your map "leaks", probably no vis data was written.
Even if no vis, at least a .bsp should be present.
Hope this helps.

bobzilla - spearhead mapper

Posted: Tue Dec 16, 2003 12:25 am
by Se7eN
Thx bobzilla that fixed it all. nevere thought that all my other maps would cause a problem.

Se7eN

Posted: Tue Dec 16, 2003 12:35 am
by omniscient
um, a bsp will not be compiled if a prt was not written, and prts wont be written if there is a leak. what i do is have mbuilder pause before it write the prt, and look to see if in fact the compiler says it will write a prt.

bsp

Posted: Tue Dec 16, 2003 1:16 am
by bobzilla
a bsp can be written with out .prt (portals) or vis. I do all the time.
The map must be sealed (no leaks) for full vis or if you want to use leaf_goups.
I purposely leak my sky, to enable just the .bsp generation, skipping the .prt and .vis, just so i can check out the map while working.
There are many posts on this subject here, tmt and other sites.
P.S. Only 1 of my 13 maps did i need leakproof to enable some leaf_groups.
bobz

Posted: Tue Dec 16, 2003 11:07 pm
by Se7eN
well dudes im a new mapper and don't know much about anything right now except what i have made and done on my own. So all that talk you guys are doing keep it up i might understand someday.hehe :wink:

L8R

pk3

Posted: Tue Dec 16, 2003 11:37 pm
by tltrude
Have you put all non-original pk3s in a temp folder? Having too many in main can stop the compilers from working.

Posted: Tue Dec 16, 2003 11:51 pm
by wacko
damn, wrong thread... delete this post or what ever

Posted: Tue Dec 16, 2003 11:51 pm
by omniscient
hmmm, i have never had a bsp written when i had a leak. teh compiler just closes, no bsp is made. o well, if it works for you thats cool.

Posted: Wed Dec 17, 2003 10:34 am
by Se7eN
well i got evrything to work just fine after i took out my other maps and mods out of my main.
Q: why does it take so long to compile a map when you use easygen to create turrain and a skybox. i created a similar map without easygen and it compiled in seconds flat.

bumpy

Posted: Wed Dec 17, 2003 6:55 pm
by tltrude
When you have a bumpy terrain made of brushes, it has to figure out how the map will look for ever spot the player might see or can see. One way to get around that would be to put a caulk box below the sky box and make all the terrain brushes "detail"--Selection > Make detail.

Posted: Thu Dec 18, 2003 1:36 am
by omniscient
how would caulk below the sky box help, i was under the impressiaon the map doesnt compile anyhting out of the sky box.

sky

Posted: Thu Dec 18, 2003 4:15 am
by tltrude
Detail brushes are not allowed to touch the void, so a caulk box would be needed to extend the sky box.

Posted: Thu Dec 18, 2003 8:23 am
by wacko
omniscient wrote:how would caulk below the sky box help, i was under the impressiaon the map doesnt compile anyhting out of the sky box.
lol: the caulk box must not be below the skybox but has to be the bottom brush of the sky box, below the terrain. Detail brushes, terrain and meshes, anything but structural brushes do not seal the skybox.