bsp monitoring error -1 reply

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SPY

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#1 15 years ago

i'm working with the GtkRadiant 1.3.7.dev, (i know, a lot of people like the other ones more, 1.2.13 or SDK, but i like thisone).

when i compile my sp-map that i'm building it works fine, i build a room to it and compile again, than i get the message that the compiling has stopped because it good be that the bsp process is stopped, or otherwise i have to aneble(put it off) the bsp monitoring in the preference.

when i that, the bsp monitoring, and compile again nothing happens. when i copy only the room that i build last, (and what the error makes happen) and compile thatone on its own. there is nothing wrong and i can play hte room normaly.

so, the room makes truble when it is in the map, and on it's own it doesn't. normaly you can see what is going wrong whit compiling by reading the last message in the console. but there is no error message.

who knows what it is.

i have it a lot of times, and every time i have to deleated the last build thing, compile again to look if it is working now and than go on. takes a hole lot of time. and i get crazy of it.




LeTHaL BaNaNa

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#2 15 years ago

post the junk.txt




SPY

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#3 15 years ago

a did see indead a junk.txt with compiling. i only had 1 junk.txt in my radiant folder. is it so that there is only 1 junk.txt and that one is overwritten every time with compiling? because this is the map namend a!b2i and thatone is working (when i do remenber correct,) but a have problems with map a!b2k. i did compile it just now again, but then i dodn't find a junk txt of it. (It would be great if you can help me, because it come each time back).

2.5.4 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.4 GtkRadiant - v1.3.7-dev Apr 14 2003 16:43:05 It's a long road and we've got a dirty windshield --- InitPaths --- VFS Init: C:/Program Files/Soldier of Fortune II - Double Helix///base/

--- BSP --- Creating meta surfaces from brush faces entering shaders/shaderlist.txt entering shaders/airport.shader entering shaders/armory.shader entering shaders/armory_models.shader entering shaders/average_armor.shader entering shaders/average_sleeves.shader entering shaders/bolt_ons.shader entering shaders/cemetery.shader entering shaders/chunks.shader entering shaders/colombia.shader entering shaders/colombia_models.shader entering shaders/colors.shader entering shaders/common.shader entering shaders/common_models.shader entering shaders/decals.shader entering shaders/effects.shader entering shaders/finca.shader entering shaders/finca_models.shader entering shaders/fogs.shader entering shaders/gfx.shader entering shaders/gore.shader entering shaders/hongkong.shader entering shaders/hongkong_models.shader entering shaders/hospital.shader entering shaders/hospital_models.shader entering shaders/jordan.shader entering shaders/jordan_models.shader entering shaders/kamchatka.shader entering shaders/kamchatka_models.shader entering shaders/liner.shader entering shaders/liner_models.shader entering shaders/menu.shader entering shaders/metashader.shader entering shaders/prague.shader entering shaders/roam.shader entering shaders/shop.shader entering shaders/skies.shader entering shaders/skingore.shader entering shaders/snow.shader entering shaders/sprites.shader entering shaders/suit_long_coat.shader entering shaders/suit_sleeves.shader entering shaders/test.shader entering shaders/tools.shader entering shaders/weapons.shader 4374 shaderInfo --- LoadMapFile --- Loading C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.map entering C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.map WARNING: Over 90 percent structural map detected. Compile time will be adversely affected. 1340 total world brushes 46 detail brushes 11 patches 789 boxbevels 5 edgebevels 119 entities 3048 planes 0 areaportals Size: -792, -1352, -392 to 2952, 3256, 704 --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 1024 1024 1024 } --- PatchMapDrawSurfs --- 11 patches 9 patch LOD groups --- FaceBSP --- 7763 faces 4880 leafs --- MakeTreePortals --- 107 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 1294 structural brushes 2436 cluster references --- FloodEntities --- 1695 flooded leafs --- FillOutside --- 2343 solid leafs 842 leafs filled 1695 inside leafs --- CullSides --- 738 hidden faces culled 84 coincident faces culled --- ClipSidesIntoTree --- --- FaceBSP --- 3632 faces 2945 leafs --- MakeTreePortals --- 115 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 1294 structural brushes 2813 cluster references --- NumberClusters --- 1492 visclusters 4349 visportals 6687 solidfaces --- WritePortalFile --- writing C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.prt --- FloodAreas --- 5 areas --- AddTriangleModels --- Shader textures/shop/speaker_1 has damage shader textures/shop/speaker_1_d Shader textures/hospital/exit has damage shader textures/hospital/exit_d Shader textures/hospital/exit_d has damage shader textures/hospital/exit_d2 Shader textures/hospital/fire_exting1 has damage shader textures/hospital/fire_exting1_d Shader textures/hospital/fire_hose1 has damage shader textures/hospital/fire_hose1_d Shader textures/shop/conveyor_screen_effect has damage shader textures/shop/conveyor_screen_d Shader textures/shop/conveyor_screen has damage shader textures/shop/conveyor_screen_d Shader textures/shop/screen_desk1 has damage shader textures/shop/screen_desk1_d Shader textures/hongkong/window_2_decal has damage shader textures/hongkong/window_2_d Shader textures/hongkong/panel_grate2 has damage shader textures/hongkong/panel_grate2_d Shader textures/hongkong/panel_fuse has damage shader textures/hongkong/panel_fuse_d Shader textures/hongkong/panel_4 has damage shader textures/hongkong/panel_4_d Shader textures/hongkong/panel_3 has damage shader textures/hongkong/panel_3_d Shader textures/hongkong/panel_2 has damage shader textures/hongkong/panel_2_d Shader textures/hongkong/panel_1 has damage shader textures/hongkong/panel_1_d Shader textures/hongkong/metal_panel has damage shader textures/hongkong/metal_panel_d Shader textures/hongkong/window_4_glow_decal has damage shader textures/hongkong/window_4_d Shader textures/armory/3_redbrick_window has damage shader textures/armory/3_redbrick_window_d Shader textures/armory/3_market_window1 has damage shader textures/armory/3_market_window1_d Shader textures/armory/3_grocery1_window_wide_l has damage shader textures/armory/3_grocery1_window_wide_l_d Shader textures/armory/3_grocery1_window_wide has damage shader textures/armory/3_grocery1_window_wide_d Shader textures/armory/3_apt_window has damage shader textures/armory/3_apt_window_d Shader textures/armory/3_apt_bottom3 has damage shader textures/armory/3_apt_bottom3_d --- FilterDetailBrushesIntoTree --- 46 detail brushes 78 cluster references ----- FogDrawsurfs ----- 0 fog polygon fragments 0 fog patch fragments 0 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 4934 axial edge lines 750 non-axial edge lines 0 degenerate edges 2625 verts added for T-junctions 15377 total verts 2577 naturally ordered 500 rotated orders 67 can't order 0 broken (degenerate) surfaces removed --- ClassifyEntitySurfaces --- --- TidyEntitySurfaces --- 0 empty or malformed surfaces deleted --- MakeEntityMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (0) 3144 total meta surfaces 2942 stripped surfaces 202 fanned surfaces 0 patch meta surfaces 15579 meta verts 9493 meta triangles --- TidyEntitySurfaces --- 3144 empty or malformed surfaces deleted --- SmoothMetaTriangles --- No smoothing angles specified, aborting --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (1) 2443 surfaces merged 31466 vertexes merged --- FilterDrawsurfsIntoTree --- 12815 references 2454 (2454) emitted drawsurfs 2942 stripped face surfaces 202 fanned face surfaces 0 surface models generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 11 SURFACE_PATCH surfaces 0 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FORCED_META surfaces 2443 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 16107 redundant indexes supressed, saving 62 Kbytes --- FixBrushSides --- --- EndModel --- 78 light entities stripped 3054 BSP planes --- WriteSurfaceExtraFile --- Writing C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.srf Writing C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.bsp Storing lightgrid: 0 points 116 seconds elapsed 2.5.4 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.4 GtkRadiant - v1.3.7-dev Apr 14 2003 16:43:05 It's a long road and we've got a dirty windshield VFS Init: C:/Program Files/Soldier of Fortune II - Double Helix///base/

--- Vis --- saveprt = true Loading C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.bsp Loading C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.prt 1492 portalclusters 4349 numportals 6687 numfaces 8698 active portals 0 hint portals visdatasize:286472

--- BasePortalVis (8698) --- 0...1...2...3...4...5...6...7...8...9... (32) 8 average number of passages per leaf 39 MB required passage memory

--- CreatePassages (8698) --- 0...1...2...3...4...5...6...7...8...9... (92)

--- PassagePortalFlow (8698) --- 0...1...2...3...4...5...6...7...8...9... (123) creating leaf vis... Total visible clusters: 253750 Average clusters visible: 170 Writing C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.bsp Storing lightgrid: 0 points 266 seconds elapsed 2.5.4 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.4 GtkRadiant - v1.3.7-dev Apr 14 2003 16:43:05 It's a long road and we've got a dirty windshield --- InitPaths --- VFS Init: C:/Program Files/Soldier of Fortune II - Double Helix///base/

--- Light --- Fast mode enabled Lightmap filtering enabled Map has shader script C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/../shaders/q3map2_a!b2i.shader entering shaders/shaderlist.txt entering shaders/airport.shader entering shaders/armory.shader entering shaders/armory_models.shader entering shaders/average_armor.shader entering shaders/average_sleeves.shader entering shaders/bolt_ons.shader entering shaders/cemetery.shader entering shaders/chunks.shader entering shaders/colombia.shader entering shaders/colombia_models.shader entering shaders/colors.shader entering shaders/common.shader entering shaders/common_models.shader entering shaders/decals.shader entering shaders/effects.shader entering shaders/finca.shader entering shaders/finca_models.shader entering shaders/fogs.shader entering shaders/gfx.shader entering shaders/gore.shader entering shaders/hongkong.shader entering shaders/hongkong_models.shader entering shaders/hospital.shader entering shaders/hospital_models.shader entering shaders/jordan.shader entering shaders/jordan_models.shader entering shaders/kamchatka.shader entering shaders/kamchatka_models.shader entering shaders/liner.shader entering shaders/liner_models.shader entering shaders/menu.shader entering shaders/metashader.shader entering shaders/prague.shader entering shaders/roam.shader entering shaders/shop.shader entering shaders/skies.shader entering shaders/skingore.shader entering shaders/snow.shader entering shaders/sprites.shader entering shaders/suit_long_coat.shader entering shaders/suit_sleeves.shader entering shaders/test.shader entering shaders/tools.shader entering shaders/weapons.shader 4374 shaderInfo Loading C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.bsp Loading C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.srf --- LoadMapFile --- Loading C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.map entering C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.map 78 light entities --- SetupBrushes --- 767 opaque brushes --- SetupSurfaceLightmaps --- 2472 surfaces 2015 raw lightmaps 44 surfaces vertex lit 2428 surfaces lightmapped 2417 planar surfaces lightmapped 0 non-planar surfaces lightmapped 11 patches lightmapped 0 planar patches lightmapped --- SetupTraceNodes --- 73551 trace windings 137039 trace triangles 48304 trace nodes 23426 leaf nodes 3 average windings per leaf node 32 max trace depth --- SetupGrid --- Grid size = { 64, 64, 128 } 38232 grid points --- CreateLights --- Sun: textures/skies/hk1 78 point lights 0 spotlights 135 diffuse (area) lights 1 sun/sky lights --- SetupEnvelopes (fast) --- 258 total lights 1 culled lights --- TraceGrid --- 0...1...2...3...4...5...6...7...8...9... (2) 59 x 72 x 9 = 38232 grid 233767 grid points envelope culled 393 grid points bounds culled --- MapRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (1) 171643 luxels 132012 luxels mapped 4362 luxels occluded --- SetupEnvelopes (fast) --- 258 total lights 0 culled lights --- IlluminateRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (10) 0 luxels illuminated --- IlluminateVertexes --- 0...1...2...3...4...5...6...7...8...9... (0) 14953 vertexes illuminated 18445 lights plane culled 32155 lights envelope culled 0 lights bounds culled 458824 lights cluster culled --- StoreSurfaceLightmaps --- Subsampling...collapsing...sorting...allocating...storing...projecting...done. 146569 luxels used 163840 luxels stored (89.46 percent efficiency) 306 identical surface lightmaps, using 3426 luxels 0 vertex forced surfaces 0 vertex approximated surfaces 10 BSP lightmaps 10 total lightmaps 343 unique lightmap/shader combinations Writing C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/a!b2i.bsp Storing lightgrid: 38232 points 120 seconds elapsed




LeTHaL BaNaNa

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#4 15 years ago

ai....

WARNING: Over 90 percent structural map detected. Compile time will be adversely affected.

this is pretty bad.. turn more brushes into detail... it'll save fps and compile time

Shader textures/shop/speaker_1 has damage shader textures/shop/speaker_1_d Shader textures/hospital/exit has damage shader textures/hospital/exit_d Shader textures/hospital/exit_d has damage shader textures/hospital/exit_d2 Shader textures/hospital/fire_exting1 has damage shader textures/hospital/fire_exting1_d Shader textures/hospital/fire_hose1 has damage shader textures/hospital/fire_hose1_d Shader textures/shop/conveyor_screen_effect has damage shader textures/shop/conveyor_screen_d Shader textures/shop/conveyor_screen has damage shader textures/shop/conveyor_screen_d Shader textures/shop/screen_desk1 has damage shader textures/shop/screen_desk1_d Shader textures/hongkong/window_2_decal has damage shader textures/hongkong/window_2_d Shader textures/hongkong/panel_grate2 has damage shader textures/hongkong/panel_grate2_d Shader textures/hongkong/panel_fuse has damage shader textures/hongkong/panel_fuse_d Shader textures/hongkong/panel_4 has damage shader textures/hongkong/panel_4_d Shader textures/hongkong/panel_3 has damage shader textures/hongkong/panel_3_d Shader textures/hongkong/panel_2 has damage shader textures/hongkong/panel_2_d Shader textures/hongkong/panel_1 has damage shader textures/hongkong/panel_1_d Shader textures/hongkong/metal_panel has damage shader textures/hongkong/metal_panel_d Shader textures/hongkong/window_4_glow_decal has damage shader textures/hongkong/window_4_d Shader textures/armory/3_redbrick_window has damage shader textures/armory/3_redbrick_window_d Shader textures/armory/3_market_window1 has damage shader textures/armory/3_market_window1_d Shader textures/armory/3_grocery1_window_wide_l has damage shader textures/armory/3_grocery1_window_wide_l_d Shader textures/armory/3_grocery1_window_wide has damage shader textures/armory/3_grocery1_window_wide_d Shader textures/armory/3_apt_window has damage shader textures/armory/3_apt_window_d Shader textures/armory/3_apt_bottom3 has damage shader textures/armory/3_apt_bottom3_d

this doesn't seem to healthy either... i have no idea what it means but doesn't look too good...




SPY

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#5 15 years ago

first for the damage shader, i don't know, but these are texture like from a window, and when you shoot at it the window texture makes place for a window texture that is broken. from taht kind there are a lot of them in my map, so, doesn't it just mean that that are the shaders for the textures that look damaged?

than the detail, with MohaaRadiant you could indead make from a brush, (most little brushes) a detail brush what did make the FPS go down, on the grid tha black lines from the brush than turnt into grean lines. is that what you mean lethal banana?

for the compiling error; i try to find the solution for that problem and i found it trange that it seems to come when i build a large room like this;

_____ / / / / / _______ / / (room wtcht from the side) / / / / ______________

so, the ceeling is made out of 2 flat brushes, one lower as the other one. because i had a room the same before in this map, and i only could deleat the room compleatly otherwise it didn't came right anymore.

i have a question lethal banana, this problem is comig back every time, and therefore it is impossible to make the map like i want. so, is it maybe possible, and do you have maybe the time for to look at it. i know, you will have your own work, but i don't know how to solv this problem otherwise. so, could i maybe sent you 2 editons from the map, one without the problem compiling, and the other one what is working. maybe you can found out than what the problem is. when you can't find the time for it, i will understand. leon.