Discuss siege map projects.
aradorasxeon
Posts: 680 Joined: Thu Dec 22, 2011 6:16 pm
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by aradorasxeon » Sat Aug 24, 2013 6:59 pm
Tomadox wrote: Caesar wrote: Yea I looked at it in radiant by changing the file extension type to .map. You have two worldspawns and 0 light entities. You can't generate light without light entities. Lol I think this tops anything ive done?
That was the edited file. Look at the download for T.map. Do I need to post a demo of me playing on it/showing it in Radiant?
While you wrote this you should have just sent me the logs....
C I can't do shit with the log files what YOU DID, because they are logged the way YOUR radiant compiles...
Tomadox's bsp really doesn't work the way as it should. However the game recognizes that there is a light entity in the middle of the room (talking about T now), how do i know this? Shadows...
Back to original request, SEND THAT FUCKING LOG ALREADY.
EDIT:
Sorry C did not read the end of your post
2014.05.05. Thanks for al the fun!
"Nah, I go."
Caesar
Posts: 894 Joined: Tue Nov 01, 2011 10:52 am
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by Caesar » Sat Aug 24, 2013 8:15 pm
hahah no problem. As my teacher would say: "Read the whole entry, before answering."
Tomadox
Posts: 68 Joined: Tue Aug 06, 2013 6:17 pm
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by Tomadox » Sat Aug 24, 2013 8:59 pm
Here ya go. I highlighted what I think may be the problem, that I just saw. 2.5.16 Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.16 GtkRadiant - v1.5.0 May 22 2005 04:17:07 Voter turnout --- InitPaths --- VFS Init: /Users/Leo/.ja/base/ VFS Init: /Applications/reborn boss Academy//base/ VFS Init: /Users/Leo/.ja/base/ VFS Init: /Applications/reborn boss Academy//base/ --- BSP --- Creating meta surfaces from brush faces entering shaders/shaderlist.txt entering shaders/shaderlist.txt (2) 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 2215 shaderInfo --- LoadMapFile --- Loading /Users/Leo/.ja/base/maps/T.map entering /Users/Leo/.ja/base/maps/T.map 12 total world brushes 0 detail brushes 0 patches 6 boxbevels 0 edgebevels 7 entities 58 planes 0 areaportals Size: 64, 0, 256 to 576, 512, 768 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 1024 1024 1024 } BSP bounds: { 64.000000 0.000000 256.000000 } { 576.000000 512.000000 768.000000 } Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 } --- PatchMapDrawSurfs --- --- FaceBSP --- 69 faces 54 leafs --- MakeTreePortals --- 0 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 12 structural brushes 65 cluster references --- FloodEntities --- Entity 3, Brush 0: Entity leaked 19 flooded leafs entity reached from outside -- no filling ********************** ******* leaked ******* ********************** --- LeakFile --- 2 point linefile --- CullSides --- 42 hidden faces culled 0 coincident faces culled --- ClipSidesIntoTree --- --- NumberClusters --- 18 visclusters 43 visportals 120 solidfaces --- FloodAreas --- 2 areas --- AddTriangleModels --- --- AddEntitySurfaceModels --- --- FilterDetailBrushesIntoTree --- 0 detail brushes 0 cluster references ----- FogDrawSurfs ----- 0 fog polygon fragments 0 fog patch fragments 0 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 54 axial edge lines 11 non-axial edge lines 0 degenerate edges 0 verts added for T-junctions 109 total verts 27 naturally ordered 0 rotated orders 0 can't order 0 broken (degenerate) surfaces removed --- ClassifyEntitySurfaces --- --- TidyEntitySurfaces --- 0 empty or malformed surfaces deleted --- MakeEntityDecals --- (0) 0 decal surfaces --- MakeEntityMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (0) 27 total meta surfaces 27 stripped surfaces 0 fanned surfaces 0 patch meta surfaces 109 meta verts 55 meta triangles --- TidyEntitySurfaces --- 27 empty or malformed surfaces deleted --- SmoothMetaTriangles --- No smoothing angles specified, aborting --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9...10... (0) 26 surfaces merged 120 vertexes merged --- FilterDrawsurfsIntoTree --- 119 references 26 (26) emitted drawsurfs 27 stripped face surfaces 0 fanned face surfaces 0 surface models generated 0 skybox surfaces generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 0 SURFACE_PATCH surfaces 0 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FOLIAGE surfaces 0 SURFACE_FORCED_META surfaces 26 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 0 SURFACE_DECAL surfaces 0 SURFACE_SHADER surfaces 123 redundant indexes supressed, saving 0 Kbytes --- FixBrushSides --- --- EndModel --- 1 light entities stripped 58 BSP planes --- WriteSurfaceExtraFile --- Writing /Users/Leo/.ja/base/maps/T.srf Writing /Users/Leo/.ja/base/maps/T.bsp Storing lightgrid: 0 points Wrote 0.0 MB (20844 bytes) 11 seconds elapsed
aradorasxeon
Posts: 680 Joined: Thu Dec 22, 2011 6:16 pm
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by aradorasxeon » Sun Aug 25, 2013 7:34 am
It has nothing to do with it, but your map is leaked. Where is the -vis and -light process? This is only the -bsp process. Please delete that enplaced gun, then save, then make a FULL compile, not only bsp. I am mainly interested in the -light process, since that has to do things with lights.... By the way after you have done only -bsp process you should be able to see in your map.
2014.05.05. Thanks for al the fun!
"Nah, I go."
Tomadox
Posts: 68 Joined: Tue Aug 06, 2013 6:17 pm
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by Tomadox » Sun Aug 25, 2013 8:42 am
aradorasxeon wrote: By the way after you have done only -bsp process you should be able to see in your map.
Okay, I'll do the everything compile next, this was the basic one. But just to let you know, I can't see crap with this compile either.
aradorasxeon
Posts: 680 Joined: Thu Dec 22, 2011 6:16 pm
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by aradorasxeon » Sun Aug 25, 2013 9:50 am
By any chance do you yews Leoprad or Snow leopard?
2014.05.05. Thanks for al the fun!
"Nah, I go."
Tomadox
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by Tomadox » Sun Aug 25, 2013 10:09 am
Snow Leopard. Mac 10.6.8 to be specific. On my new laptop it'll be Lion most likely, which should fix the problems.
aradorasxeon
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by aradorasxeon » Sun Aug 25, 2013 12:18 pm
Yes probably itt will. I've read something about you have to upgrade something in snow leopard if you want to yews mac radiant properly. Probably it will solve your problem, but I still would like to see your log about -light process.
2014.05.05. Thanks for al the fun!
"Nah, I go."
Magyk
Graphics Guru
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by Magyk » Sun Aug 25, 2013 12:57 pm
lolmac
Tomadox
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by Tomadox » Sun Aug 25, 2013 1:02 pm
aradorasxeon wrote: Yes probably itt will. I've read something about you have to upgrade something in snow leopard if you want to yews mac radiant properly. Probably it will solve your problem, but I still would like to see your log about -light process.
X11, I presume? I have actually updated that, and I am running the Quartz version, which is better then default that comes with Mac. Also, GTKRadiant 1.5 is supposed to be biggie than 1.4 for Mac, but I couldn't get 1.4 to work for me.