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The Rogue plugin

Posted: Mon Jun 07, 2004 12:38 am
by Wheat
Well, I have done some research on my compiling errors and all solutions point to the rogue plugin. I downloaded it, "plugin.ace," and have no clue what to do with this file. It did not come with instructions so I have no clue where to put it, or how to accesse it when it is installed. Help?

winrar

Posted: Mon Jun 07, 2004 1:10 am
by panTera
.ace files can be opened with Winrar. Create a folder named "plugins" in the directory where your mohradiant files are (eg. Mohtools/plugins). Extract the plugins to that new folder and you're set to go. Start Mohradiant and in the menu look for the "Plugins" option next to "LOD terrain".

Posted: Mon Jun 07, 2004 4:50 am
by Wheat
Ok, one thread said that rogue would cure my compile problem which is something along the lines of:

WARNING: node without a volume
node has 4 tiny portals
node reference point 723.00 -1712.00 -10.00

Now, i have looked for solutions, but found no luck. One suggestion was to go to the cordinate, and find and delete that brush. I went to that cordinate, and there was clearly no brush up or down. I tried the "edit/find brush" but that only seems to work if you have the brush number, not the cordinate, no? So, if I can't see the brush, and rogue won't delete it, how do I get rid of it? And is this an error where it will cause the map not to load when played in mohaa?

PanTera, thanks for your previous response.

Posted: Mon Jun 07, 2004 5:08 am
by Wheat
A lot of these cordinates are mostly at the origin too.

Posted: Mon Jun 07, 2004 8:50 pm
by Wheat
Does anyone have an idea, or am I screwed. I am making "Helm's Deep" and I spent sooooooo many hours on this that I hate to see it go to waste. Please, I am almost on my kness begging for help. What must I do to get this map workin.

Posted: Mon Jun 07, 2004 8:58 pm
by lizardkid
try finding the node at 723.00 -1712.00 -10.00 and deleting it or making sure it's not duplicated 4 times.

Posted: Mon Jun 07, 2004 9:43 pm
by Wheat
I am not sure what a node is, or how I can find it. But when I go to that cordinate I do not see a brush? :shock: Is there a way I can type the cordinate and it will find a brush for me?

Posted: Mon Jun 07, 2004 10:13 pm
by panTera
Your map won't go to waste because of that error but of course it's better to get rid of it.
I found the following on a mapping site:

Error:
Q. -Node without a volume / node has x tiny portals/ node with an unbound volume.

A. -Usually a problem with small brushes of 1x1 or infinite fragments, it needs to be deleted.
-You also might want to try using bobs tools to delete it, by pressing "brush cleanup". Also by using the co-ordinates given in the error you can try to find the brush and delete it that way.
---

To delete it, find the area with those coordinates and place a new brush covering that area (without touching any of the surrounding brushes). Then go to: Selection>select inside. Hit backspace. Now if any tiny/invisible brush was there it will be deleted.

Posted: Wed Jun 09, 2004 11:04 pm
by Wheat
That worked out great. Error free now! But, I used "select/select touching" and it worked. I was then able to compile my map with a hole in my sky box. I still can't get it to compile the long and propper way though. The second VIS step will never finish: with each percent increase the time increases dramatically. I believe I have every brush that is possible detailed. And all the brushes you won't see have caulk on it. So, this is going to be a bummer, i think?

vis data

Posted: Wed Jun 09, 2004 11:37 pm
by tltrude
How much vis data does it say there is? Using the "-fast" option for the vis compile should help, but if you have over 1Mb of vis data, it will still take some time. Rebooting your computer before starting the compile will help too--the editor screws up memory and doesn't refresh it when you close it.

Posted: Thu Jun 10, 2004 12:06 am
by Jack Ruby
I have no clue how to get the damn quote thing working but Wheat you said :

I believe I have every brush that is possible detailed. And all the brushes you won't see have caulk on it.

Now I am not sure if you know about detail brushes, not everything should be detail, all brushes that can block your view should be structural eg. floors, walls and ceilings should for the most part remain structural. Internal walls can sometimes be made detail with no issues but walls that block sight or seal off a place should be structural.

So be careful, details should be detail brushes, its all in the description DETAIL !

Posted: Thu Jun 10, 2004 1:07 am
by panTera
@Jack Ruby:
Just press the quote button next to the post of the one you want to quote and delete the text you don't need.
Or use the other quote button on the Post Reply page, and add: ="name" so you'll get [quote="name"]...[/quote]
That's all :wink:

Posted: Thu Jun 10, 2004 1:31 am
by Wheat
I was thinking of using the fast compile option, but is that a good thing to do for the final product? I mean, does it leave out certain information? Or will it be exactly the same if i did not use fast vis?

I am also pretty sure that i'll the brush that i have selected detailed should be detailed.

(thanks for the quick reply!)