Strange Compile Error

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HDL_CinC_Dragon
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Strange Compile Error

Post by HDL_CinC_Dragon »

when I try to compile one of my new maps I get a strange error...
it says MAX_SURFACE_INFO and the .BSP dosn't show up after the compile window closes. I have my MBuilder set to pause after the BSP so that I can see the errors, but it wont even run through the pther things. when I press a key to continue, it continues on normally for about a second then stops and closes as though it finished. But when i go to the directory, all thats there is the .map and .bak but those are from MOHRadiant no the compiler. I think it might have something to do with my LOD terrain. I will make a short list giving you as many details as I can about what it might be...

1. LOD has brushes going through it just like Duplicate plains

2. I selected small sections of the LOD ((Shift + F) then (Shift +Ctrl)) and pressed backspace as though it was a brush I wanted top get rid of (thus making it not there when you actually play the game

3. I selected small sections of the LOD ((Shift + F) then (Shift +Ctrl)) and tried to texture them differently but that dosnt work

4. refer to 1 - 3

5. refer to 1 - 4

Thats all I can give at the moment. I dont know what could be the problem. Any Ideas anyone? please help.
-Dragon
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Balr14
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Post by Balr14 »

You have custom or Spearhead pk3s present and Radiant is reading them. Remove them.
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bdbodger
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Post by bdbodger »

Yes too many shaders from custom textures will give you that error and stop a compile . Move some of your custom pk3's to another directory for a while I make a mohaa storeage directory on my system .
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Kate
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Post by Kate »

I had this error. I copied my entire mohaa directory and removed all custom pk3's from the copied directory. So I have 2 versions of mohaa 1 on my D: drive I use just for mapping with no cutom pk3's and the other on my E: drive which I use for playing.

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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

OK, I moved 68 out of 188 pk3s to a different folder. now there is a new error... it says...
Terrain patch at (-2688, -1280): Maximum height variation 978 > 510
it give cooridinates so im going to try to see whats up. but anything you guys can tell me would be great. Thanks guys.
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Mj
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Post by Mj »

On your patch of LoD will be some yelow blocks, (when in vertices mode)

You have to make those points higher or lower depending on which it is... basically you need to flatten it slightly :wink:

Mj
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Bjarne BZR
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Post by Bjarne BZR »

A single square of LOD can not have a height difference of more than 512 units ( if I remember correctly ). If you do: you get this error. If you need steeper walls or cliffs or suff like that: you will have to use a patch-mesh or brushes.
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

Yep, thats exactly what it was, the LOD terrain. I didnt use patch meshes. before I even saw your posts I got rid of my LOD terrain al togetherbaut it still look fine. Thanks guys, you were all a big help.
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

ok, instead of a new topic, im just gunna post this problem here. Im making a new map based on a dam. It has two heavy gates that open when activated by a trigger and the classic lighthouse_run plays while they take 10 seconds to move 315 units. The problem is that the gates dont go up! here is my script, is anything wrong with it? I wrote it, it didnt work. Then I took the scripting lines from a map that I made that I KNOW works, yet it still dosnt work! whats wrong?

Worldspawn:
Key: script
Value: Map_name

Trigger:
Trigger>use
Key: Targetname
Value: HGT

Heavy Gates:
Script>object
Key: Targetname
Value: HG

Code: Select all

main:

level waittill prespawn

$HG time 10

thread HG_Lifter

level waittill spawn

end

HG_Lifter:

$HGT waittill trigger
$HG loopsound lighthouse_run
$HG waitmove
$HG moveup 315
$HG stoploopsound

wait 10

$HG loopsound lighthouse_run
$HG waitmove
$HG movedown 315
$HG stoploopsound

goto HG_Lifter

end
So that is exactly what my script looks like (copied and pasted it). Is anything wrong with it?
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G3mInI
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Post by G3mInI »

Dragon,

In your script file, you have the 'waitmove' command preceeding the actual 'move' command. So the script is hanging. It is waiting for $HG to move, yet you dont tell it to move until the next line. You need to flip these two statements in both the opening and closing parts of the scripts.

(Example)


main:

level waittill prespawn

$HG time 10

thread HG_Lifter

level waittill spawn

end

HG_Lifter:

$HGT waittill trigger
$HG loopsound lighthouse_run
$HG moveup 315 //<-- Notice the move command is first
$HG waitmove //<-- Now notice the script is waiting for the move to be completed
$HG stoploopsound

wait 10

$HG loopsound lighthouse_run
$HG movedown 315
$HG waitmove
$HG stoploopsound

goto HG_Lifter

end



G3mInI
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

ohhh, i didnt pick that up. Thnk you very much! My script may work now :) thnx G3mini!
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

I have a question... what the heck is a degenerate plane?
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tltrude
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bad

Post by tltrude »

It is a bad brush. The error should tell you the brush number or where it is. It is caused by cutting or moving brush verticies. Here is what the compiler error sticky thread in this forum says.

ERROR: Entity xxx, Brush xxx: degenerate plane

A degenerate plane is created by using the vertex editing feature in a wrong way. This error can result in very weird glitches, including random faces all over your map and infinite brushes.

SOLUTION: Use a plugin (e.g. Rogue's) to remove the given brush. Be careful with vertex editing in the future.
Tom Trude,

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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

well that really sucks. I spent like an hour and a half working on this one gaurd tower that had its sides going out at an angle in all directions as you went around the circular platform. All those brushes are degenerate planes :( it looks so cool too. oh well. tnx Tom.
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