A few problems with my map... -1 reply

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Botdra Lar'les

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27th May 2007

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#1 10 years ago

I'm having MAJOR problems compiling ATM. 1st off, I dled that Photorealistic textures pack and it worked fine but when I load the map in my MP i just get that gray with white lines texture. =/ Second, the flame .efx won't show up, light goes, but there isn't any actual flame. Third, when compiling I sometimes get this...

WARNING: Node with no volume

...About a thousand times or so. >.> Any ideas??




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#2 10 years ago

Write "SV_pure 0" In the console before you load your map.

The efx..try to remake it.

Compiling, that must mean that you have some really tiny brushes in your map. Try to check for small brushes, and try the brush cleanup.




Isla Kamamee

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28th August 2006

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#3 10 years ago

um...is there anything in the console? (always check there first) if there is, itll say something about R_FindImage couldnt find an image in a shader, (if your using any) the efx...idk, never used em...but did you put the textures in a pk3? In the textures folder, in a folder heirarchy thats exactly the same as the one you had them in when you applied them. And the Node with no volume thing is probably the result of a poorly executed CSG Subtract...try running brush cleanup. Though...sometimes Ive found that brush cleanup says it removes like, 18 surfaces, then when I hit it again, says the same thing, and then again; same thing. It never removes them apparantly. Another two things you can do to get rid of the ghost brushes are; 1. you make a giantass brush, encompasses the whole map, and hit "Select Inside", then save the selected brushes as a new map, and 2. select the whole map. Now, go through,and deselect everything you can see, then when your sure youve done it to everything, hit delete. That last one is almost guaranteed to work, but of course, requires a lot of time.




Botdra Lar'les

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#4 10 years ago

Juggernut, that command fixed all those texture problems, thanks. Isla, could you explain more about brush cleanup?




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#5 10 years ago

I can simply say, that brush cleanup removes phantom brushes, such as brushes that does not exist but they are in the registry of a brush. It can also be a problem with entities that is existing but they arent "applied" to a brush. So you got an entity thats on no brush. To simply fix this, press "L" and check for entities with no arrow sign next to them. Then you just select the noarrow entity and delete it with the "backslash" or whatever that button over return is named. And about brush cleanup, it did not work for me at all and i do not have that problem. To avoid it, simply avoid CSG Subtract as it can create tons of brushes that are tiny, and it simply does it 10 times worse. Stay away from it AND stay away from "Hollow" as it makes the wall to overlap with both the roof and the walls that they are connected to. Question about efx, did you do it yourself?




Isla Kamamee

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#6 10 years ago

of course, the easier way to spot orphaned entities is to see if any exist at the orgin. When their brush has been removed but they havent, they go to the orgin, they become parented to the worldspawn, and contain no brushes I think, and that causes errors. Brush cleanup doesnt work all the time, but just hit the button and it should tell you in the console if it removed anything. Hollow is basically the only way to do some things though, Juggernut. and bah, just move them all away from the orgin of the brush 1 unit for square/rectangular rooms.




Botdra Lar'les

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#7 10 years ago

I put the .efx in myself but it is the default fire effect for JA. Isla: Confusing but I think I get it.




Isla Kamamee

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#8 10 years ago

yeah it still confuses me a bit about where exactly the entities exist; what theyre parented to.




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#9 10 years ago

As for the .efx, make sure that you have typed the fxFile with rightslash and not leftslash (e.g. env/fire.efx instead of env\fire.efx). The effect won't show up if you type it wrong...




Isla Kamamee

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#10 10 years ago

wow...thats really stupid :P Why is that like the only thing that cares about right vs left slashes? shaders dont care...so why should anything else? :( I guess JKA has no consistency...