Update
#79 posted by mfx on 2013/11/10 19:40:05
OK Guys, got the map now so far fixed to compile with no errors. \o/
But as when i load the portalfile in quark, i get this:
portals
Seems like there are portals expanding into the void on the left, and one is totally 'alone', but what do i know...
Will there be problems vising this, does anybody has a clue?
Ouch...
thats not fun to debug. have you deleted the old portal files? If it doesnt leak surely it should write a portal file?
*shouldn't write a portal file
5th
#82 posted by mfx on 2013/11/10 19:59:56
yes .prt file is all new, as i said no compile errors or warnings. Started vising, its working (by now).
File: maps\mfxsp17.bsp
2861 portalleafs
8090 numportals
8061 numrealleafs
State file out of date, will be overwritten.
Base Vis took like 5 seconds, and now for the elaborate part..
I didn't think a .prt file was produced on a sealed map.
5th
#84 posted by mfx on 2013/11/10 20:21:07
its not leaking, here the tx_qbsp output.
------ LoadMapFile ------
Title: "Mainframe Mayhem"
41478 faces
6672 brushes (1750 detail)
1451 entities
167 miptex
20382 texinfo
Added 23 texture frames
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
6059 brushes read
------ CSGFaces ------
----+----+
37707 brushfaces
30489 csgfaces
26475 mergedfaces
------ SolidBSP ------
34772 split nodes
14574 solid leafs
19952 empty leafs
247 water leafs
62491 leaffaces
54909 nodefaces
------ FillOutside ------
5837 outleafs
------ MergeAll ------
20658 mergefaces
------ SolidBSP ------
----+----+
14143 split nodes
6083 solid leafs
7999 empty leafs
62 water leafs
33841 leaffaces
25980 nodefaces
----- Portalize Detail ----
2861 vis leafs
8090 vis portals
8061 real leafs
------ Tjunc ------
30705 world edges
95974 edge points
18564 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
------ MergeAll ------
14685 mergefaces
Processing hull 2...
----+----+
----+----+
------ MergeAll ------
10962 mergefaces
WARNING: Marksurfaces 36957 exceed normal engine max 32767
------ FinishBSPFile ------
WriteBSPFile: maps\mfxsp11.bsp
14042 planes 280840
37478 vertexes 449736
16011 nodes 384264
20382 texinfo 815280
28846 faces 576920
26498 clipnodes 211984
9655 leafs 270340
36957 marksurfaces 73914
132804 surfedges 531216
69520 edges 278080
190 textures 1897064
lightdata 0
visdata 0
entdata 135178
Skipped 2344 surfaces
1 warning
5th
#85 posted by mfx on 2013/11/10 20:38:12
surely you mean .pts file that�s being produced when leaking.
#86 posted by rebb on 2013/11/10 20:46:32
If you don't mind, could you put the .map file that you currently have up somewhere, or send it via eMail please ?
It might also be worth trying to compile it in TyrUtils, to see if it's a compiler problem.
Rebb
#87 posted by mfx on 2013/11/10 20:59:05
mail send to you, and as i said earlier, tyranns compiler screws it all up.
#88 posted by rebb on 2013/11/10 21:56:28
In what way though ?
If it refuses to compile it because of stricter rules or better error-checking, it's possible that something in the map is done in a way that may better be avoided or done differently.
If the map is solid but the output is wrong, then the map might be a good test-case to use to find the problem in the compiler.
In any event, there's something to be learned.
By the way, the file-format of .prt files from compilers with detail/hint support can differ slightly, causing Quark to choke. Are there any error-messages when loading the portal file ?
Just Curious
#89 posted by Rick on 2013/11/10 22:02:18
But why in the world would you want to open a portal file in Quark? I've been mapping for nearly 20 years and I've never felt the need to even look at a portal file.
Rebb
#90 posted by mfx on 2013/11/10 22:02:51
Mainly texture alignment problems are caused by tyrutils.. i know there a switch to avoid that.
No error msg from quark btw. No error when vising too(by now), i�m waiting for the output to be b0rked again...:)
Rick
#91 posted by mfx on 2013/11/10 22:07:14
there�s just no other way to check the prt file.
Mainly to see if its congruent to the map structure, or , in this case it�s not.
Just curiousity i guess.
Heh
#92 posted by RickyT33 on 2013/11/10 23:03:16
load .map into Worldcraft 3.3 or 3.4 and go:
Map -> Check for problems.
Humour me, WC has decent illegal face and brush detection. Sometimes a face gets bad contents that isn't even facing the inside of the map.
You can identify any illegal brushes or faces in Worldcraft and repair in your editor of choice.
Unless you are using Worldcraft already and have already checked in the way I described above, in which case IDK, no ideas :/
Sneak Preview
#93 posted by Preach on 2013/11/11 00:03:31
When trying to open the map in worldcraft, you don't even have to run Check for problems. It straight away says "4 brushes were not loaded due to errors in the map file" - which is almost certainly brushes worldcraft considers invalid shapes. I think they were somewhere in the rock sections - doesn't mean that the map won't compile but might be worth looking to see which ones it doesn't like.
#94 posted by mfx on 2013/11/11 00:22:56
The brushes which caused the compiler warnings were 1 near the start, one at the SK door, and 2 in the pipes near the red key door. makes 4, right?
Map loads without warning in any editor (now).
its just the .prt file that has these issues, maybe what rebb said due to detail brushes?
What do i know...
#95 posted by damage_inc on 2013/11/11 01:17:10
While I don't post here, so forgive me, I do read quite often... I opened the map up in WC, as suggested above, and did the "check map for problems", it reported there were quite a few "mixed face contents" errors. Don't know if that's worth anything?!
I loved the map btw, mfx maps always delivers :)
Mixed Face
#96 posted by ijed on 2013/11/11 01:36:46
Usually means liquid brushes touching sky ones, which is a problem for all compilers. Ricky is right in any case wc does have a very robust error checking system.
Mfx, I'm not sure if the try utils your using will have all the latest fixes. I'll upload to 'the folder' the ones I'm using. It's possible they're already there but I don't think so. Tyrann has squashed a few bugs there while I was putting together Telefragged. Probably not anything that'd cause a difference if it is mixed face contents - like I say, no Quake compiler lets you mix brush types in that way that I know of.
Annoying, but built into the format afaik. Or was never considered enough of a show stopper to warrant a fix :)
Trees tomorrow! That's 200 epic win points...
Mixed Face Blabla
#97 posted by mfx on 2013/11/11 01:43:37
caused by brushes which are liquidtextured (*prefix), AND have skipped faces, like on the bottom. I tthink the lava illusionaries i used for the layer effect are such kind of brushes. not crtical i guess..
Ijed
#98 posted by mfx on 2013/11/11 01:49:29
..let me tell you i�ve got the tree now working, thanks to the misc_model code provided by... YOU!
Yes, it even works for the cables...
will shut up now..
Hah
#99 posted by ijed on 2013/11/11 01:51:39
Yeah, that's the other one, where the error actually describes the problem.
Non critical? Well, you live and learn... spose the bsp doesn't care about faces that have been removed.
#100 posted by damage_inc on 2013/11/11 02:29:21
Damager
#101 posted by mfx on 2013/11/11 02:40:42
brushes shouldn�t overlap or intersect each other, i once read long ago.
but they can, and in this case one of them is liquid, so thats no problem.
imagine underwater part of maps like, well negkes dm 456 remix for example. one would go insane tryin to fill the pools with brushes of water, and the brushcount would reach limits soon.
qbsp treats liquids in a different way, thats all i know...
#102 posted by damage_inc on 2013/11/11 02:49:20
I pointed it out cause along with overlapping it's "touching" the void? I don't think liquids are to do that. Also, I backspaced and deleted it, and BAM, there was another brush just like it in the same location... at least I think that's the way it was. Just letting you know/help, not trying to be a pain.
Any Help Is Useful
#103 posted by mfx logged out on 2013/11/11 02:57:16
will check that, thanks!
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