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		#17643 posted by muk  on 2016/11/30 09:34:26also, what error are you getting when you decompile?
 I just tried to decompile ad_swampy and got an error for the map being in BSP29 mode.
 
		 Me Too #17644 posted by JPL  on 2016/11/30 10:27:02Got this message also.. tool is expecting a bsp v30, while the map is v29.... 
 Need to retry in anyway.
 
		
		#17645 posted by Naitelveni  on 2016/11/30 17:49:32is there a way to find leaks in hte map? or do i just have to manually find them?  
		 In TrenchBroom #17646 posted by mjb  on 2016/11/30 17:54:02When a leak is encountered from a compile, you can go to File > Load Point file and select your map.
 Here a line will display and if you follow that line it should lead you to the leak. Of course a leak can happen for other reasons.
 
		
		#17647 posted by khreathor  on 2016/11/30 17:56:57First thing you want to do is to load point file. You can do this in editor or in game. It will show you where the leak come from.  
		
		#17648 posted by Naitelveni  on 2016/11/30 18:00:21Thanks Bloughsburgh! i would have never found that leak on my own.  
		 @Bloughsburgh #17649 posted by Newhouse  on 2016/11/30 19:42:07Finally some good answers*  
		
		#17650 posted by Naitelveni  on 2016/11/30 21:40:58Hey, Can i compile 2 maps at the same time?
 Im compiling my main practice project at the moment and it will take me another 3 hours to compile.(i've been compiling for 4 hours now)
 
		 JPL #17651 posted by madfox  on 2016/11/30 21:45:36Send the bsp to me, I can easily decompile it in seconds, 
if the map is a clear bsp.
 
 Use winbspc12 on winXP!
 
		
		#17652 posted by Naitelveni  on 2016/11/30 21:46:12The huge one?  
		
		#17653 posted by Naitelveni  on 2016/11/30 21:46:55ups sorry  
		 MadFox #17654 posted by JPL  on 2016/12/01 09:57:31Thanks, but it is not needed anymore: I found by luck an old CD-ROM archive on which I put the complete QuArK project of the map I have been trying to decompile... :)  
		
		#17655 posted by Newhouse  on 2016/12/01 11:50:06Thanks to someone how send me this link first time :
http://www.quake-1.com/wc16a-tutorial/  (btw one of the hardest things to google)  
		
		#17656 posted by Naitelveni  on 2016/12/01 12:41:39Last evening i tried to compile my map and woke up this morning and it had compiled the map. it took 10 hours. I opened the map and at one point there seemed to be an invisible line that would push me into the void letting me see the whole map from a distance. Why did this happen?  
		
		#17657 posted by muk  on 2016/12/01 12:59:03What tools are you using to compile?
 It really shouldnt be taking hours to compile.
 
		
		#17658 posted by Naitelveni  on 2016/12/01 13:10:23ericw's compiler  
		 Detail #17659 posted by mjb  on 2016/12/01 13:17:59Do you have a very large open area of your map? Is the map entirely boxed in by a large cube brush?
 Another thing to try is to select detail brushes (Like decorative columns, wall detailing, decorations in general) and make them into func_detail brushes.
 
 This might help compiler time as well as 10 hours is very abnormal for what I presume to be a normal sized map.
 
		
		#17660 posted by Naitelveni  on 2016/12/01 13:23:08i have a huge outdoor area, i dont box my map and i do have some detail.
 what about the void bug?
 
		
		#17661 posted by Mugwump  on 2016/12/01 13:25:05It really shouldnt be taking hours to compile.
If his computer is antediluvian, it might. What system are you working on, Naite?
 
		
		#17662 posted by mjb  on 2016/12/01 13:25:50I am not sure about your issue with the void but that outdoor area may be the cause or at least a large factor of your compile times. Try to find more non-essential brushes to make into func_detail brushes. Depending on how huge, you may have to consider closing in that outdoor section or deal with the large  compile.  
		
		#17663 posted by Naitelveni  on 2016/12/01 13:40:09I have a 2013 imac 2.9 ghz with 8gb ram.
Os is Windows 8.
 
 i have to make my outdoor area smaller. :/
 its too bad that big areas affect the compiling time so dramatically.
 
		 Func Details? #17664 posted by Newhouse  on 2016/12/01 13:48:55 
		 Sacrifice #17665 posted by mjb  on 2016/12/01 13:49:59Are you using -level 4 for your VIS? You could try just a normal VIS just to see.
 You could also share your .map file for others to analyze and see what could be done.
 
 That's entirely up to you though!
 
		
		#17666 posted by Mugwump  on 2016/12/01 13:51:15Or if you can cope with long compiling times, you might want to consider going with it: it's not often that we can enjoy large outdoors in Quake. I sure would like to see more of these.  
		 NewDetail #17667 posted by mjb  on 2016/12/01 13:59:30NewHouse,
 Yes that is a good example of using func_details.
 
 Another way to see is if you select all of your func_details and hide them...is your map still able to fully VIS?
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