Some Results
#69 posted by horrorprn on 2012/03/26 05:32:09
moved the map files into a separate folder and now I can run them from the editor. still getting fullbright maps. no errors come up in the console but all the light threads take 0.00 seconds. are there verbose modes I can set to give you a more useful error log? also would it matter that I'm running 10.6.6?
Thanks
Can you post the complete log from the console please?
#71 posted by JneeraZ on 2012/03/26 11:02:28
You're sure the map is sealed? I know it's a sample map but maybe a vertex drifted or something.
If you noclip in the game, is all of the outside cruft gone or is it still there?
#72 posted by JneeraZ on 2012/03/26 11:03:02
Oh wait, light would still run if it was unsealed... never mind. :-/
Test Map
Where did you download it? I'd like to get it and test it myself.
#74 posted by JneeraZ on 2012/03/26 11:38:21
I Can Compile And Run The Map Just Fine.
Light finishes in 0 seconds for me, too, but the map is not fullbright. Which engine are you using?
#76 posted by horrorprn on 2012/03/26 12:52:12
@willem yeah, had it sitting around from when I was trying to map in os x with toetag.
@sleepwalkr
===== Running Compiler Profile Full =====
===== Launching task 'Compilers/TxQBSP TTSample.map TTSample.bsp' =====
TxQBSP 1.13 -- Modified by Bengt Jardrup
Inputfile: TTSample.map
Outputfile: TTSample.bsp
------ LoadMapFile ------
Title: "ToeTag Start"
3968 faces
672 brushes
74 entities
61 miptex
1557 texinfo
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
644 brushes read
------ CSGFaces ------
----+----+
3800 brushfaces
3994 csgfaces
3404 mergedfaces
------ SolidBSP ------
5887 split nodes
2635 solid leafs
3208 empty leafs
45 water leafs
8843 leaffaces
8192 nodefaces
------ FillOutside ------
1716 outleafs
------ MergeAll ------
2400 mergefaces
------ SolidBSP ------
----+----+
1445 split nodes
788 solid leafs
641 empty leafs
17 water leafs
3432 leaffaces
2631 nodefaces
------ Portalize ------
658 vis leafs
1899 vis portals
------ Tjunc ------
2975 world edges
9895 edge points
1858 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+
------ FinishBSPFile ------
WriteBSPFile: TTSample.bsp
986 planes 19720
3677 vertexes 44124
1588 nodes 38112
1557 texinfo 62280
===== Launching task 'Compilers/Vis -threads 4 -level 4 TTSample.bsp' =====
---- vis ----
testlevel = 4
658 portalleafs
1899 numportals
average leafs visible: 162
c_chains: 3173902
visdatasize:27876 compressed from 54614
32.0 seconds elapsed
===== Launching task 'Compilers/BJMHLight -gate 1 -threads 4 -extra4 TTSample.bsp' =====
----- Light 1.43 ---- Modified by Bengt Jardrup
----- Release 2 ---- Coloured light and LIT support by MH
Fade Gate 1 set
Extra 4x4 sampling enabled
File: TTSample.bsp
74 entities read, 43 are lights, 2807 faces, 34.3M casts
Light 0.0%, Thread 0, Elapsed 0:00
Light 0.0%, Thread 1, Elapsed 0:00
Light 0.0%, Thread 2, Elapsed 0:00
Light 0.0%, Thread 3, Elapsed 0:00
Light 100.0%, Thread 1, Elapsed 0:00
Light 100.0%, Thread 0, Elapsed 0:00
Light 100.0%, Thread 2, Elapsed 0:00
Light 100.0%, Thread 3, Elapsed 0:00
lightdatasize: 52724
Please Send Me That Bsp
I want to verify that it is without light info. Also, which engine are you using?
kristian.duske@gmail.com
Did You Set
#78 posted by RickyT33 on 2012/03/26 15:56:37
'Light' keys on your light ents to give them brightness? No light key, no light. 'light' '300' is a good starting point.
I'm sorry if this is a stupid question, I'm not trying to insult anyones intelligence.
Is It The BSP2 Version Of Light?
#79 posted by RickyT33 on 2012/03/26 16:12:14
Hopefully not....
#80 posted by JneeraZ on 2012/03/26 16:45:46
Usually when it's full bright you don't have any lighting data but his light compile is reporting a size there. Weird...
Ricky
The map should be working properly if he didn't change it (which I don't think he did). The problem must be related to his setup and TrenchBroom's inability to work correctly in that setup.
#82 posted by necros on 2012/03/26 23:47:37
is there a light key in the worldspawn?
if you had say 'light' '300' in your worldspawn, it would be a maxed out minlight which would look like fullbright.
#83 posted by horrorprn on 2012/03/27 05:07:12
using a brand new install of trenchbroom, running the map with quakespasm, and a fresh id1 folder. the .map file is unchanged from willem's .zip file. emailing sleepwalkr the .bsp I built.
thanks for helping so much. I really appreciate it.
yeah, had it sitting around from when I was trying to map in os x with toetag.
the .map file is unchanged from willem's .zip file.
Please also send me the .map file. I can confirm that your BSP is fullbright, but I don't know why.
Hmm, When I Compile The Map, I Get Slightly Different Output
So maybe you did change the file inadvertedly.
I Suspect In Issue In The Realm Of Duh
#86 posted by negke on 2012/03/27 23:16:52
Also Ricky, no light key does not mean no light, it means the default value of 300 is used.
IDKNT
#87 posted by RickyT33 on 2012/03/28 03:24:47
IDKKT Even
#88 posted by RickyT33 on 2012/03/28 03:25:00
#89 posted by horrorprn on 2012/03/28 10:51:23
pretty sure the .map file isn't the issue, I've downloaded it twice since I first posted here, still sending it over with the .wad I used for textures.
Maybe..
#90 posted by horrorprn on 2012/03/28 10:59:01
where is the preferences file kept? I tried preferences and application support, if it's external then maybe deleting those files will fix things.
Okay
You can try. The preferences are in ~/Library/Preferences - but I doubt that it's the issue.
#92 posted by necros on 2012/04/07 01:20:47
out of curiosity, any progress getting this on windows yet?
Yeah
I'm rewriting everything in C++, which takes some time. I have decided to do the interface using an OpenGL GUI toolkit so that it is portable. I plan on getting map loading, rendering and camera navigation to work today so that the editor will be able to display a map. Then I will use that milestone to make a windows and a linux version. When that's done, I'll start implementing all the editing functions and the GUI.
It really is a whole lot of work, so don't hold your breath. I am sure that I will be able to release a beta in summer though.
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