Compiling help -1 reply

Please wait...

xode

The Internet ends at GF

50 XP

16th August 2008

0 Uploads

136 Posts

0 Threads

#1 9 years ago

I made some changes to shaders and models in my map and things didn't update properly. I changed the texture used for my sky texture by editing the shader (changed yavin 512 to hevil 512 if you know what i mean) I also selected a load of ferns, went Model... and selected a new plant type. I also added some new fern models. I also added music to the map and changed some worldspawn options

The ferns came out okay, but semi-transparent. The sky texture didn't change from yavin. The new fern models didn't show. The music didn't play and none of the worldspawn changes were apparent. However, to experiment, I changed the 'message' key in the worldspawn, and on recompiling, I noticed a change. Some things will change, but others won't. Any help?

Notes: - I did the compiling with many programs running (it usually works like this) - I saved the .map under different names and tried recompiling (no effect)

Here is my compile log

Spoiler: Show

Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2/q3map2" -connect 127.0.0.1:39000 -game ja -fs_basepath "C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -vis -saveprt "C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.map" Connected. 2 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.16 GtkRadiant - v1.5.0 Oct 8 2004 08:08:27 Voter turnout VFS Init: C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

--- Vis --- saveprt = true Loading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.bsp Loading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.prt 388 portalclusters 945 numportals 1225 numfaces 1890 active portals 0 hint portals visdatasize:21736 farplane distance = 10000.0

--- BasePortalVis (1890) --- 0...1...2...3...4...5...6...7...8...9... (0) 5 average number of passages per leaf 1 MB required passage memory

--- CreatePassages (1890) --- 0...1...2...3...4...5...6...7...8...9... (0)

--- PassagePortalFlow (1890) --- 0...1...2...3...4...5...6...7...8...9... (5) creating leaf vis... Total visible clusters: 127479 Average clusters visible: 328 Writing C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.bsp Storing lightgrid: 0 points Wrote 7.0 MB (7342956 bytes) 7 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2/q3map2" -v -connect 127.0.0.1:39000 -game ja -fs_basepath "C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -light -fast -filter "C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.map" Connected. 2 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.16 GtkRadiant - v1.5.0 Oct 8 2004 08:08:27 Voter turnout --- InitPaths --- VFS Init: C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

--- Light --- Fast mode enabled Lightmap filtering enabled Map has shader script C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/../shaders/q3map2_tat_ie_dx.shader entering shaders/shaderlist.txt entering shaders/bespin.shader entering shaders/bounty.shader entering shaders/byss.shader entering shaders/cairn.shader entering shaders/common.shader entering shaders/danger.shader entering shaders/decals.shader entering shaders/desert.shader entering shaders/doomgiver.shader entering shaders/factory.shader entering shaders/flares.shader entering shaders/fogs.shader entering shaders/h_evil.shader entering shaders/hoth.shader entering shaders/imp_mine.shader entering shaders/impdetention.shader entering shaders/imperial.shader entering shaders/jnegretetest.shader entering shaders/kejim.shader entering shaders/korriban.shader entering shaders/models.shader entering shaders/mp.shader entering shaders/narshaddaa.shader entering shaders/nar_streets.shader entering shaders/quicktrip.shader entering shaders/rail.shader entering shaders/rbettenbergtest.shader entering shaders/rift.shader entering shaders/rocky_ruins.shader entering shaders/rooftop.shader entering shaders/sandcrawler.shader entering shaders/siege.shader entering shaders/skies.shader entering shaders/stu.shader entering shaders/system.shader entering shaders/taspir.shader entering shaders/tests.shader entering shaders/vjun.shader entering shaders/wedge.shader entering shaders/yavin.shader entering shaders/btr.shader entering shaders/sandworld.shader entering shaders/world.shader Script file shaders/bonadan.shader was not found entering shaders/terrain_example.shader entering shaders/redmoon.shader entering shaders/szico_beach.shader entering shaders/ruusan.shader entering shaders/alpha.shader entering shaders/sulon.shader entering shaders/terrain.shader entering shaders/echobase.shader entering shaders/alphasticks.shader entering shaders/mip.shader entering shaders/thalassa.shader entering shaders/thyferra.shader entering shaders/bothawui.shader entering shaders/bulk.shader entering shaders/hudaw.shader entering shaders/city.shader entering shaders/slalobar.shader entering shaders/ordd.shader entering shaders/gl_bat.shader WARNING: Unknown material "grass" entering shaders/refuellingstat.shader entering shaders/wasteland.shader entering shaders/chandrila_outlands.shader entering shaders/tat_ie.shader 2360 shaderInfo Loading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.bsp Loading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.srf --- LoadMapFile --- Loading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.map entering C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.map 0 light entities --- SetupBrushes --- 8611 opaque brushes --- SetupDirt --- 48 dirtmap vectors --- SetupSurfaceLightmaps --- 1308 surfaces 43 raw lightmaps 1234 surfaces vertex lit 74 surfaces lightmapped 40 planar surfaces lightmapped 34 non-planar surfaces lightmapped 0 patches lightmapped 0 planar patches lightmapped --- SetupTraceNodes --- 469155 trace windings (118.12MB) 904197 trace triangles (75.88MB) 317406 trace nodes (19.37MB) 158704 leaf nodes (9.69MB) 2 average windings per leaf node 32 max trace depth --- SetupGrid --- Grid size = { 64, 64, 128 } 126581 grid points --- CreateLights --- Sun: textures/tat_ie/sky1 24 point lights 0 spotlights 298 diffuse (area) lights 1 sun/sky lights --- SetupEnvelopes (fast) --- 301 total lights 22 culled lights --- TraceGrid --- 0...1...2...3...4...5...6...7...8...9... (65) 107 x 91 x 13 = 126581 grid 13567194 grid points envelope culled 0 grid points bounds culled --- MapRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (1) 165225 luxels 99019 luxels mapped 2842 luxels occluded --- SetupEnvelopes (fast) --- 301 total lights 0 culled lights --- IlluminateRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (20) 165225 luxels illuminated --- IlluminateVertexes --- 0...1...2...3...4...5...6...7...8...9... (10) 33897 vertexes illuminated 359 lights plane culled 230968 lights envelope culled 0 lights bounds culled 62 lights cluster culled --- StoreSurfaceLightmaps --- Subsampling...collapsing...sorting...allocating...storing...projecting...done. 124797 luxels used 196608 luxels stored (63.48 percent efficiency) 0 solid surface lightmaps 0 identical surface lightmaps, using 0 luxels 0 vertex forced surfaces 0 vertex approximated surfaces 12 BSP lightmaps 12 total lightmaps 13 unique lightmap/shader combinations Writing C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/tat_ie_dx.bsp Storing lightgrid: 126581 points Wrote 8.5 MB (8961024 bytes) 118 seconds elapsed Disconnecting Connection closed.




AshuraDX

WTF ?! BOOOOOOOM !

50 XP

10th May 2009

0 Uploads

1,462 Posts

0 Threads

#2 9 years ago

that happend to me too :( I had to abort my venator map because of that problem I hope somebody knows why this happends




NAB622

EAT ME!

50 XP

8th October 2005

0 Uploads

6,921 Posts

0 Threads

#3 9 years ago

The problem is that you aren't recompiling the BSP, you are only running a VIS and lightmap compile. You need to recompile the entire thing, start to finish.

To clarify:

Spoiler: Show

There are three different compiling "stages" in creating a BSP. The first is the actual BSP stage, where q3map2 writes all the polygons and entities.

The next stage is the Visibility ("Vis") stage. During this stage, q3map2 uses "portals" that were written in stage 1 to determine when to hide or show polygons in-game. This stage can take the longest of all three.

Last, the lightmap stage runs. This stage converts your map from "fullbright" (where there are no shadows and everything is bright as day) to a "lighted" map, where colored lights and shadows abound.

As I said, you're only running the vis and lightmap, so nothing is changing. Make sure you run that BSP stage. :) Really, if you're just starting out, you don't need Q3map2GUI yet. ;)




xode

The Internet ends at GF

50 XP

16th August 2008

0 Uploads

136 Posts

0 Threads

#4 9 years ago

I deleted the .bsp and recompiled and the map came up the same.

I use BSP -meta -vis -light -fast -filter




NAB622

EAT ME!

50 XP

8th October 2005

0 Uploads

6,921 Posts

0 Threads

#5 9 years ago

The compile log you posted only shows a vis and a lightmap compile. Are you sure you posted the whole thing?

EDIT: Try deleting the .bsp, .prt and .srf files before recompiling, and post the log from that.