lightgrid array mismatch error :\ -1 reply

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Ronin-Predator

Your soul is mine.

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28th December 2003

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#1 14 years ago

im tryin to make a dark-ish map, but the entire map is lit up and i only have like 4 lights so far and they are each at 300... anyone kno wat the prob is??




GothiX

No Time to Cry

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18th September 2003

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#2 14 years ago

Doesn't say much. Happen to have a compile log somewhere?




moberemk

Just a guy who likes to help.

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1st December 2003

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#3 14 years ago

Ever happen to think that you can make lights with a light value of less then 300?




Ronin-Predator

Your soul is mine.

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28th December 2003

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#4 14 years ago

ARGH OMG!!!! i cannot beleive this. i didnt put the .srf or .nav etc :spank: :lol: i hope somebody learns from this besides me...




Ronin-Predator

Your soul is mine.

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28th December 2003

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#5 14 years ago

no no no no i was wrong, i put the srf etc, but this time i actually had more than 1 light, and now it does the same as before: just lights up everything.... anyway heres my compile log Looked for a 'F:/1/GameData/Radiant-1.3/shortcuts.ini' keyboard shortcuts file, not found WARNING: keyboard shortcuts init, no menu item found for command: "CenterXYView" Wrote XML property file 'F:/1/GameData/gtk/global.pref' Wrote XML property file 'F:/1/GameData/Radiant-1.3/local.pref' Entering message loop Map_New Radiant - synapse core built Oct 11 2003 1.3.12 Builtin .def module built Oct 11 2003 1.3.12 bobToolz module built Oct 11 2003 1.3.12 GtkGenSurf - built Oct 11 2003 1.3.12 PrtView module built Oct 11 2003 1.3.12 Camera plugin v1.0 - Arnout van Meer - built Oct 11 2003 1.3.12 PNG loader module built Oct 11 2003 1.3.12 Surface Dialog (Quake 3) module built Oct 11 2003 1.3.12 MAP format module built Oct 11 2003 1.3.12 picomodel loader module built Oct 11 2003 1.3.12 Sprite Model module built Oct 11 2003 1.3.12 XMAP module built Oct 11 2003 1.3.12 Entity module built Oct 11 2003 1.3.12 PK3 VFS module built Oct 11 2003 1.3.12 Q3/Half-Life shaders module built Oct 11 2003 1.3.12 image formats JPG TGA PCX BMP module built Oct 11 2003 1.3.12 Loading map from F:/1/GameData/Base/maps/k.map ### edited out texture list --- LoadMapFile --- F:/1/GameData/Base/maps/k.map 131 brushes 25 entities 8.58 second(s) load time Saving map to F:/1/GameData/Base/maps/k.map Map_SaveFile: F:/1/GameData/Base/maps/k.map Saved in 0.05 second(s). Setting up Listening... === running BSP command === "F:/1/GameData/gtk/q3map2" -v -connect 127.0.0.1:39000 -game ja -fs_basepath "F:/1/GameData/" -meta "F:/1/GameData/Base/maps/k.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.9 GtkRadiant - v1.3.12 Oct 11 2003 22:04:56 Quakerade --- InitPaths --- VFS Init: F:/1/GameData//base/ --- BSP --- Creating meta surfaces from brush faces ### edited out shaderlist 2861 shaderInfo --- LoadMapFile --- Loading F:/1/GameData/Base/maps/k.map entering F:/1/GameData/Base/maps/k.map Entity 0, Brush 79: duplicate plane WARNING: Over 90 percent structural map detected. Compile time will be adversely affected. 126 total world brushes 2 detail brushes 1 patches 62 boxbevels 0 edgebevels 26 entities 942 planes 0 areaportals Size: -1792, -2304, -8 to 2048, 3072, 1024 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 1024 1024 1024 } --- PatchMapDrawSurfs --- 1 patches 1 patch LOD groups --- FaceBSP --- 1268 faces 1235 leafs --- MakeTreePortals --- 5 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 124 structural brushes 428 cluster references --- FloodEntities --- 791 flooded leafs --- FillOutside --- 350 solid leafs 94 leafs filled 791 inside leafs --- CullSides --- 253 hidden faces culled 0 coincident faces culled --- ClipSidesIntoTree --- --- FaceBSP --- 1005 faces 1014 leafs --- MakeTreePortals --- 10 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 124 structural brushes 368 cluster references --- NumberClusters --- 758 visclusters 2261 visportals 2002 solidfaces --- WritePortalFile --- writing F:/1/GameData/Base/maps/k.prt --- FloodAreas --- 1 areas --- AddTriangleModels --- --- AddEntitySurfaceModels --- --- FilterDetailBrushesIntoTree --- 2 detail brushes 4 cluster references ----- FogDrawSurfs ----- 0 fog polygon fragments 0 fog patch fragments 0 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 882 axial edge lines 773 non-axial edge lines 0 degenerate edges 315 verts added for T-junctions 4835 total verts 903 naturally ordered 87 rotated orders 10 can't order 0 broken (degenerate) surfaces removed --- ClassifyEntitySurfaces --- --- TidyEntitySurfaces --- 2 empty or malformed surfaces deleted --- MakeEntityDecals --- (0) 0 decal surfaces --- MakeEntityMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (0) 1000 total meta surfaces 798 stripped surfaces 202 fanned surfaces 0 patch meta surfaces 5037 meta verts 3239 meta triangles --- TidyEntitySurfaces --- 1000 empty or malformed surfaces deleted --- SmoothMetaTriangles --- No smoothing angles specified, aborting --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (0) 888 surfaces merged 10975 vertexes merged --- FilterDrawsurfsIntoTree --- 5163 references 889 (889) emitted drawsurfs 798 stripped face surfaces 202 fanned face surfaces 0 surface models generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 1 SURFACE_PATCH surfaces 0 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FOLIAGE surfaces 0 SURFACE_FORCED_META surfaces 888 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 0 SURFACE_DECAL surfaces 5874 redundant indexes supressed, saving 22 Kbytes --- FixBrushSides --- --- EndModel --- 20 light entities stripped 956 BSP planes --- WriteSurfaceExtraFile --- Writing F:/1/GameData/Base/maps/k.srf Writing F:/1/GameData/Base/maps/k.bsp Storing lightgrid: 0 points Wrote 0.7 MB (689756 bytes) 19 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "F:/1/GameData/gtk/q3map2" -connect 127.0.0.1:39000 -game ja -fs_basepath "F:/1/GameData/" -vis -saveprt "F:/1/GameData/Base/maps/k.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.9 GtkRadiant - v1.3.12 Oct 11 2003 22:04:56 Quakerade VFS Init: F:/1/GameData//base/ --- Vis --- saveprt = true Loading F:/1/GameData/Base/maps/k.bsp Loading F:/1/GameData/Base/maps/k.prt 758 portalclusters 2261 numportals 2002 numfaces ************ ERROR ************ Leaf with too many portals




Evil_Jedi

Mapper, Skinner, Noob Scripter

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20th June 2003

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#6 14 years ago

I'm too lazy to read through all that. But it seems you did a "Old Style" compile.




Lil Killa

Lunatic

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23rd February 2004

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#7 14 years ago

Leaf has too many portals A leaf is a leaf-node, one of the leaves in the BSP tree that is used to store your map. Each leaf-node is a small convex volume of space within the player-space inside the map's outer hull. Each leaf-node in the tree has a set of faces, which are flat (planar) surfaces which form portals where they meet the faces of other Leaf-Nodes in the map. This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets. Leaf-Nodes are created at the first q3map compile stage when the BSP Tree is generated. Put simply, the compiler arbitrarily splits the inside space of the map up into convex sections, using the faces of the brushes in the map to split along. To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as "detail" (Ctrl+M with selected brushes). To force a split in the map, you can use a Hint brush, which is an invisible nonsolid brush which only q3map can see and use (Hint brush = axial brush with all faces common/hint).

find the brush(s) in your map with alot of faces and either cut them up or make them detail.




GothiX

No Time to Cry

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18th September 2003

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#8 14 years ago

Since over 90% of the map is structural, no wonder. Also, you didn't run -light, so it's bound to be fullbright.

On a side not, run brush cleanup.