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Lighting problem in Elite force game map after compile https://www.quake3world.com/forum/viewtopic.php?f=10&t=54418 |
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Author: | sst13 [ 02-29-2020 10:52 AM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
You are probably using other compile parameters during the light phase as the original authors did. pls post your used parameters here. Also some comparison shots of the exact same spot (view) with "r_lightmap 1" + "r_gamma 1" would be good to identify the differences of the lightmaps. Best way to do this is: stay in a corner and aim at a fixpoint you can remember, during the different shots. |
Author: | richfromlondon [ 02-29-2020 10:58 AM ] | ||
Post subject: | Re: Lighting problem in Elite force game map after compile | ||
It isn't in one place, all the deck is filled with the exact lighting as displayed in the image. I tried numerous compiles.
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Author: | Eraser [ 02-29-2020 11:35 AM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
You should use the -light option to compile lighting. You've probably only done the BSP phase now, which compiles map geometry. |
Author: | richfromlondon [ 02-29-2020 11:49 AM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
How do I do that, I used two existing maps not from the released maps, so why do these maps not compile like the those? I don't know about this lighting compile. |
Author: | Eraser [ 02-29-2020 12:41 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
In the radiant screenshot of Radiant, use the option BSP -meta , -vis, -light -fast -filter -super 2 |
Author: | richfromlondon [ 02-29-2020 03:39 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
I have tried that, I even tried that again. I have always used the one with filter ending, has always worked okay. So two map levels with this problem, here is the console read out. Quote: LOADED: textures/radiant/notex
Looked for a 'C:/Program Files/Raven/Star Trek Voyager Elite Force/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found Entering message loop Map_New Radiant - synapse core built Dec 21 2003 1.4.0 Builtin .def module built Dec 21 2003 1.4.0 PrtView module built Dec 21 2003 1.4.0 GtkGenSurf - built Dec 21 2003 1.4.0 Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0 bobToolz module built Dec 21 2003 1.4.0 2d Background plugin built Dec 21 2003 1.4.0 WAD VFS module built Dec 21 2003 1.4.0 PK3 VFS module built Dec 21 2003 1.4.0 Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0 Sprite Model module built Dec 21 2003 1.4.0 Q3/Half-Life shaders module built Dec 21 2003 1.4.0 picomodel loader module built Dec 21 2003 1.4.0 XMAP module built Dec 21 2003 1.4.0 MAP format module built Dec 21 2003 1.4.0 image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0 Entity module built Dec 21 2003 1.4.0 Loading map from C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map LOADED: textures/damagedhall/dprimaryhall_basiclight LOADED: textures/radiant/shadernotex LOADED: textures/voyager/bridgewallupper_basic1 LOADED: textures/damagedhall/dprimaryhall_basic2 LOADED: textures/decals/deck9 LOADED: textures/decals/arrow LOADED: textures/decals/deck10 LOADED: textures/decals/deck8 LOADED: textures/voyager/turboswitch LOADED: textures/decals/oilspots LOADED: textures/decals/delta LOADED: textures/engineering/enggreylite LOADED: textures/engineering/chrome LOADED: textures/decals/light_flicker_white LOADED: textures/jefferies/flatgrey1 LOADED: textures/cargo/barrel3 LOADED: textures/voyager/biopack_circ LOADED: textures/voyager/liftpad LOADED: textures/engineering/supportseg_light LOADED: textures/hall/supportsegment_basic LOADED: textures/jefferies/sides LOADED: textures/voyager/lift2 LOADED: textures/voyager/liftlights LOADED: textures/voyager/voy_strip LOADED: textures/cargo/barrel2 LOADED: textures/conference/cwall_basic LOADED: textures/hall/primaryhall_basic2 LOADED: textures/decals/meltmark2 LOADED: textures/decals/gun2 LOADED: textures/damagedhall/dprimaryhall_grey LOADED: textures/voyager/voydoor3a LOADED: textures/hall/paddy LOADED: textures/decals/burnmark3 LOADED: textures/hall/border1 LOADED: textures/hall/primaryhall_basiclight2 LOADED: textures/voyager/turbowall2 LOADED: textures/voyager/turbowall5 LOADED: textures/hall/primaryhall_grey LOADED: textures/damagedhall/dhallfloor4 LOADED: textures/decals/burnmark5 LOADED: textures/hall/hallfloor3 LOADED: textures/engineering/darkcarpet LOADED: textures/common/areaportal LOADED: textures/hall/paddys_friend LOADED: textures/dreadnought/bluestatic LOADED: textures/voyager/turboshaft LOADED: textures/engineering/corefloor LOADED: textures/voyager/scienceshinypanel1 LOADED: textures/voyager/turboladder LOADED: textures/common/clip LOADED: textures/common/ladder LOADED: textures/engineering/engcon1 LOADED: textures/engineering/basictom LOADED: textures/voyager/datashunt1 LOADED: textures/voyager/bench1 LOADED: textures/forge/lillightv2 LOADED: textures/hall/hallend LOADED: textures/hall/hallcomp2 LOADED: textures/cargo/crate1 LOADED: textures/voyager/doorpanel_light_ra LOADED: textures/hall/hallcomp_seam LOADED: textures/voyager/turboladderb LOADED: textures/voyager/turbolifttop LOADED: textures/voyager/light_basic LOADED: textures/voyager/stationlights LOADED: textures/hall/cptedge LOADED: textures/hall/hallfloor1 LOADED: textures/jefferies/basesides LOADED: textures/engineering/engwall2 LOADED: textures/sickbay/overlight LOADED: textures/engineering/console1 LOADED: textures/voyager/jeffries_door LOADED: textures/voyager/turboladderbroken LOADED: textures/hall/primaryhall_light LOADED: textures/voyager/basic LOADED: textures/voyager/turbowall LOADED: textures/engineering/enggrey LOADED: textures/voyager/benchbasic LOADED: textures/voyager/sciencewall2 LOADED: textures/voyager/sciencewall1 LOADED: textures/decals/dam4 LOADED: textures/decals/burnmark6 LOADED: textures/sickbay/e_wall LOADED: textures/engineering/elight1 LOADED: textures/engineering/newgrey1 LOADED: textures/voyager/biopak2 LOADED: textures/engineering/e_doors2 LOADED: textures/sickbay/s_doors4 LOADED: textures/sickbay/e_wall2 LOADED: textures/voyager/jeffriestube_vert LOADED: textures/hall/jeffries2 LOADED: textures/cargo/panel1_b LOADED: textures/damagedhall/dhallfloor3 LOADED: textures/engineering/powdist_b LOADED: textures/voyager/systemsanalysis LOADED: textures/hall/deck9tubes LOADED: textures/hall/hallcomp2_friend LOADED: textures/voyager/basicdark LOADED: textures/common/caulk LOADED: textures/voyager/ceiling_support_segment LOADED: textures/hall/hallcomp_nline LOADED: textures/voyager/systemsanalysisbusted LOADED: textures/hall/deck9 LOADED: textures/hall/halllight LOADED: textures/hall/primaryhall_texbot LOADED: textures/hall/secondhall_tex LOADED: textures/hall/supportsegment_side2 LOADED: textures/voyager/flatgrey1 LOADED: textures/engineering/darkgreybase LOADED: textures/engineering/conpanel LOADED: textures/voyager/biopak LOADED: textures/engineering/engpanv2 LOADED: textures/engineering/epshatch LOADED: textures/hall/supportsegment_side3 LOADED: textures/jefferies/conpanel1 LOADED: textures/hall/redlight LOADED: textures/voyager/voydoor3b LOADED: textures/common/blocknpc LOADED: textures/sickbay/basiclt LOADED: textures/hall/hallfloor4 LOADED: textures/engineering/e_doors LOADED: textures/voyager/sciencewall4 LOADED: textures/damagedhall/dsecondhall_tex LOADED: textures/damagedhall/dprimaryhall_texbot LOADED: textures/damagedhall/db2 LOADED: textures/damagedhall/dsupportsegment_side2 LOADED: textures/decals/gun1 LOADED: textures/common/trigger LOADED: textures/engineering/fieldoverride LOADED: textures/engineering/fieldoverrideglow LOADED: textures/voyager/datashunt1b LOADED: textures/decals/burnmark7 LOADED: textures/voyager/voydoor3z LOADED: textures/voyager/field_activation LOADED: textures/damagedhall/dprimaryhall_light LOADED: textures/decals/bulletmark3 LOADED: textures/voyager/systemsanalysisburned LOADED: textures/damagedhall/dsupportsegment_basic LOADED: textures/common/origin --- LoadMapFile --- C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map 4506 brushes 579 entities 11.55 second(s) load time Saving map to C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map Map_SaveFile: C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map Saved in 0.48 second(s). Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -meta "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven --- InitPaths --- VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- BSP --- Creating meta surfaces from brush faces entering scripts/shaderlist.txt entering scripts/common.shader entering scripts/gfx.shader entering scripts/dreadNought3.shader entering scripts/voyager.shader entering scripts/transporter.shader entering scripts/borg.shader entering scripts/engineering.shader entering scripts/damagedvoyager.shader entering scripts/stmodels.shader entering scripts/scavenger.shader entering scripts/decals.shader entering scripts/stasis.shader entering scripts/forge.shader entering scripts/holodeck_temple.shader entering scripts/holodeck_training.shader entering scripts/ctf2.shader 1697 shaderInfo --- LoadMapFile --- Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map entering C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map Entity 0, Brush 2208: Mixed detail and structural (defaulting to structural) Entity 0, Brush 2879: Mixed detail and structural (defaulting to structural) 2958 total world brushes 646 detail brushes 1003 patches 2569 boxbevels 236 edgebevels 387 entities 4764 planes 7 areaportals Size: -2368, 1456, -456 to -1000, 3892, 384 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 1024 1024 1024 } BSP bounds: { -2368.000000 1128.000000 -456.000000 } { -1000.000000 3968.000000 384.000000 } Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 } --- PatchMapDrawSurfs --- 822 patches 254 patch LOD groups --- FaceBSP --- 14165 faces Side stretch 7101 leafs --- MakeTreePortals --- 54 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 2344 structural brushes 4478 cluster references --- FloodEntities --- 1835 flooded leafs --- FillOutside --- 3973 solid leafs 1293 leafs filled 1835 inside leafs --- CullSides --- 7365 hidden faces culled 4 coincident faces culled --- ClipSidesIntoTree --- --- FaceBSP --- 5115 faces 3429 leafs --- MakeTreePortals --- 100 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 2344 structural brushes 6016 cluster references --- NumberClusters --- 1562 visclusters 4047 visportals 7790 solidfaces --- WritePortalFile --- writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.prt --- FloodAreas --- 5 areas --- AddTriangleModels --- --- AddEntitySurfaceModels --- --- FilterDetailBrushesIntoTree --- 614 detail brushes 2440 cluster references ----- FogDrawSurfs ----- 0 fog polygon fragments 0 fog patch fragments 0 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 6513 axial edge lines 4467 non-axial edge lines 9 degenerate edges 5155 verts added for T-junctions 34434 total verts 5810 naturally ordered 1139 rotated orders 160 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) 7109 total meta surfaces 6887 stripped surfaces 222 fanned surfaces 0 patch meta surfaces 34629 meta verts 20651 meta triangles --- TidyEntitySurfaces --- 7109 empty or malformed surfaces deleted --- SmoothMetaTriangles --- No smoothing angles specified, aborting --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (2) 4627 surfaces merged 66307 vertexes merged --- FilterDrawsurfsIntoTree --- 23491 references 5440 (5440) emitted drawsurfs 6887 stripped face surfaces 222 fanned face surfaces 0 surface models generated 0 skybox surfaces generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 813 SURFACE_PATCH surfaces 0 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FOLIAGE surfaces 0 SURFACE_FORCED_META surfaces 4627 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 0 SURFACE_DECAL surfaces 0 SURFACE_SHADER surfaces 41043 redundant indexes supressed, saving 160 Kbytes --- FixBrushSides --- --- EndModel --- 69 light entities stripped 4886 BSP planes --- WriteSurfaceExtraFile --- Writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.srf Writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Wrote 3.8 MB (3954972 bytes) 24 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -vis -saveprt "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- Vis --- saveprt = true Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.prt 1562 portalclusters 4047 numportals 7790 numfaces 8094 active portals 0 hint portals visdatasize:312408 --- BasePortalVis (8094) --- 0...1...2...3...4...5...6...7...8...9... (9) 7 average number of passages per leaf 29 MB required passage memory --- CreatePassages (8094) --- 0...1...2...3...4...5...6...7...8...9... (29) --- PassagePortalFlow (8094) --- 0...1...2...3...4...5...6...7...8...9... (333) creating leaf vis... Total visible clusters: 235208 Average clusters visible: 150 Writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Wrote 4.1 MB (4267380 bytes) 372 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -light -fast -filter -super 2 "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven --- InitPaths --- VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- Light --- Fast mode enabled Lightmap filtering enabled Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel Map has shader script C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/../scripts/q3map2_dec2.shader entering scripts/shaderlist.txt entering scripts/common.shader entering scripts/gfx.shader entering scripts/dreadNought3.shader entering scripts/voyager.shader entering scripts/transporter.shader entering scripts/borg.shader entering scripts/engineering.shader entering scripts/damagedvoyager.shader entering scripts/stmodels.shader entering scripts/scavenger.shader entering scripts/decals.shader entering scripts/stasis.shader entering scripts/forge.shader entering scripts/holodeck_temple.shader entering scripts/holodeck_training.shader entering scripts/ctf2.shader 1697 shaderInfo Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.srf --- LoadMapFile --- Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map entering C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map 69 light entities --- SetupBrushes --- 2879 opaque brushes --- SetupSurfaceLightmaps --- 7338 surfaces 5696 raw lightmaps 502 surfaces vertex lit 6836 surfaces lightmapped 5870 planar surfaces lightmapped 0 non-planar surfaces lightmapped 966 patches lightmapped 397 planar patches lightmapped --- SetupTraceNodes --- ************ ERROR ************ MAX_TW_VERTS (12) exceeded Side stretch Side stretch Dragging entire selection Dragging entire selection Dragging entire selection Dragging entire selection Dragging entire selection Dragging entire selection rotate Z undone. Dragging entire selection Side stretch Brush dragged backwards, move canceled Brush dragged backwards, move canceled Brush dragged backwards, move canceled Brush dragged backwards, move canceled Brush dragged backwards, move canceled Brush dragged backwards, move canceled Side stretch Dragging entire selection Dragging entire selection Dragging entire selection Saving map to C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map Map_SaveFile: C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map Saved in 0.47 second(s). Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -meta "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven --- InitPaths --- VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- BSP --- Creating meta surfaces from brush faces entering scripts/shaderlist.txt entering scripts/common.shader entering scripts/gfx.shader entering scripts/dreadNought3.shader entering scripts/voyager.shader entering scripts/transporter.shader entering scripts/borg.shader entering scripts/engineering.shader entering scripts/damagedvoyager.shader entering scripts/stmodels.shader entering scripts/scavenger.shader entering scripts/decals.shader entering scripts/stasis.shader entering scripts/forge.shader entering scripts/holodeck_temple.shader entering scripts/holodeck_training.shader entering scripts/ctf2.shader 1697 shaderInfo --- LoadMapFile --- Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map entering C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map Entity 0, Brush 2208: Mixed detail and structural (defaulting to structural) Entity 0, Brush 2879: Mixed detail and structural (defaulting to structural) 2964 total world brushes 646 detail brushes 1003 patches 2569 boxbevels 236 edgebevels 387 entities 4812 planes 7 areaportals Size: -2688, 1392, -1832 to -784, 4096, 864 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 1024 1024 1024 } BSP bounds: { -2688.000000 1128.000000 -1832.000000 } { -784.000000 4096.000000 864.000000 } Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 } --- PatchMapDrawSurfs --- 822 patches 254 patch LOD groups --- FaceBSP --- 14201 faces 7776 leafs --- MakeTreePortals --- 48 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 2350 structural brushes 5023 cluster references --- FloodEntities --- 1833 flooded leafs --- FillOutside --- 4390 solid leafs 1553 leafs filled 1833 inside leafs --- CullSides --- 7410 hidden faces culled 4 coincident faces culled --- ClipSidesIntoTree --- --- FaceBSP --- 5115 faces 3425 leafs --- MakeTreePortals --- 94 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 2350 structural brushes 6279 cluster references --- NumberClusters --- 1560 visclusters 4044 visportals 7739 solidfaces --- WritePortalFile --- writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.prt --- FloodAreas --- 4 areas --- AddTriangleModels --- --- AddEntitySurfaceModels --- --- FilterDetailBrushesIntoTree --- 614 detail brushes 2440 cluster references ----- FogDrawSurfs ----- 0 fog polygon fragments 0 fog patch fragments 0 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 6513 axial edge lines 4467 non-axial edge lines 9 degenerate edges 5156 verts added for T-junctions 34433 total verts 5815 naturally ordered 1134 rotated orders 160 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) 7109 total meta surfaces 6887 stripped surfaces 222 fanned surfaces 0 patch meta surfaces 34628 meta verts 20650 meta triangles --- TidyEntitySurfaces --- 7109 empty or malformed surfaces deleted --- SmoothMetaTriangles --- No smoothing angles specified, aborting --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (3) 4624 surfaces merged 66258 vertexes merged --- FilterDrawsurfsIntoTree --- 23478 references 5437 (5437) emitted drawsurfs 6887 stripped face surfaces 222 fanned face surfaces 0 surface models generated 0 skybox surfaces generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 813 SURFACE_PATCH surfaces 0 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FOLIAGE surfaces 0 SURFACE_FORCED_META surfaces 4624 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 0 SURFACE_DECAL surfaces 0 SURFACE_SHADER surfaces 41196 redundant indexes supressed, saving 160 Kbytes --- FixBrushSides --- --- EndModel --- 69 light entities stripped 4936 BSP planes --- WriteSurfaceExtraFile --- Writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.srf Writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Wrote 3.8 MB (3954412 bytes) 30 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -vis -saveprt "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- Vis --- saveprt = true Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.prt 1560 portalclusters 4044 numportals 7739 numfaces 8088 active portals 0 hint portals visdatasize:312008 --- BasePortalVis (8088) --- 0...1...2...3...4...5...6...7...8...9... (9) 7 average number of passages per leaf 30 MB required passage memory --- CreatePassages (8088) --- 0...1...2...3...4...5...6...7...8...9... (28) --- PassagePortalFlow (8088) --- 0...1...2...3...4...5...6...7...8...9... (333) creating leaf vis... Total visible clusters: 235153 Average clusters visible: 150 Writing C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Wrote 4.1 MB (4266420 bytes) 371 seconds elapsed Disconnecting Connection closed. Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -light -fast -filter -super 2 "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven --- InitPaths --- VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- Light --- Fast mode enabled Lightmap filtering enabled Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel Map has shader script C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/../scripts/q3map2_dec2.shader entering scripts/shaderlist.txt entering scripts/common.shader entering scripts/gfx.shader entering scripts/dreadNought3.shader entering scripts/voyager.shader entering scripts/transporter.shader entering scripts/borg.shader entering scripts/engineering.shader entering scripts/damagedvoyager.shader entering scripts/stmodels.shader entering scripts/scavenger.shader entering scripts/decals.shader entering scripts/stasis.shader entering scripts/forge.shader entering scripts/holodeck_temple.shader entering scripts/holodeck_training.shader entering scripts/ctf2.shader 1697 shaderInfo Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.bsp Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.srf --- LoadMapFile --- Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map entering C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/dec2.map 69 light entities --- SetupBrushes --- 2885 opaque brushes --- SetupSurfaceLightmaps --- 7335 surfaces 5697 raw lightmaps 502 surfaces vertex lit 6833 surfaces lightmapped 5867 planar surfaces lightmapped 0 non-planar surfaces lightmapped 966 patches lightmapped 397 planar patches lightmapped --- SetupTraceNodes --- ************ ERROR ************ MAX_TW_VERTS (12) exceeded |
Author: | obsidian [ 02-29-2020 08:06 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
Your maps is failing the compile, therefore the light stage does not complete and the map is rendered in full-bright. Quote: MAX_TW_VERTS (12) exceeded From ydnar, years back: Quote: MAX_TW_VERTS = Max Trace Winding Vertexes Technology: A trace winding is created for every triangle in the map and then chopped up into the BSP, then further chopped up until each of the raytracer’s nodes is smaller than a certain size or complexity. Explanation: Hitting MAX_TW_VERTS means you have got some clustercrunch of geometry getting sliced up too much. Run a BSP compile with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt, or you are editing with the newest version of Gtk) with no vis or light stage, and run around the map looking for areas with lots of portals. Other Possible Fixes: If you can’t find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision. Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn. Not mentioned as a possible (primary) fix, convert complex geometry into detail brushes and/or use a caulk hull build method to solve complex mess of brush issues. |
Author: | richfromlondon [ 03-01-2020 09:42 AM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
I don't get that, one option could simply be to take parts of it, and load it into a map that doesn't have this problem? |
Author: | richfromlondon [ 03-01-2020 01:57 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
I also tried loading one map into another, only for the doors not to open at all, one only moves outwards only just, not sure there. I am pretty much confined to two decks that the game creator's released with this problem with the lighting, and now just trying to put in one map with the one, this problem occurs. I also noticed that if I use a different mp3 sound, it won't load even as a replacement with the same name in any other map, including adding into the pak3 file it was packed with, the file I have accessed is my release from summer 2005. I can't get any sounds to trigger, even using the existing brushes and so on through a door. |
Author: | Eraser [ 03-01-2020 02:02 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
Not to be a dick, bit it sounds like you're punching well above your weight. Have you gone through the progress of building and releasing your own Elite Force maps before? Or maps for any idTech3 engine based games? |
Author: | richfromlondon [ 03-01-2020 02:27 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
He, I released one map which was the one released by Raven software, they released two story mission maps, but the others were released years later. As for the sounds or scripts, I only got one sound to play using a speaker, and that was it. I have only edited and changed brushes around, and one script. There aren't any tutorials or modders. So I'm using the existing stuff to try and produce something more. I've messed with ef for a number of years, but only here and there as I couldn't change anything. I did join a Jedi knights forum, and tried there a few times over two years on creating an icarus scripting, nothing. |
Author: | richfromlondon [ 03-07-2020 10:26 AM ] | ||
Post subject: | Re: Lighting problem in Elite force game map after compile | ||
How could I remove a worldspawn from a brush without destroying the whole map? In another copy of the map, the brush is a func_usable, so just simply changing it won't work.
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Author: | obsidian [ 03-07-2020 12:39 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
All brushes need to belong to an entity class of some sort. Worldspawn is the default state for all brushes, you don’t remove it. You either convert a brush to some other entity or return it back to worldspawn. |
Author: | richfromlondon [ 03-08-2020 08:28 AM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
If I removed the worldspawn from a couple of brushes, the map is finished. So how do I convert two or three brushes into a func_usable, and the rest can be worldspawn, nothing wrong with that, most are. |
Author: | richfromlondon [ 03-08-2020 05:16 PM ] |
Post subject: | Re: Lighting problem in Elite force game map after compile |
While I couldn't do exactly as I have wanted, I was able to mod one level and add a few changes I wanted for quite some time. I decided to just copy and paste brushes and what ever else, copy a script from another mod and edit and then put it altogether it has worked. I can travel to any deck, by using a brush and a script runner entity, trigger thing, so that is the only way to get around, as there is no easy to use or example scripts for using a lift to travel, so the brush can go anywhere be done with that. I have something to mess around with, but like with any mission purpose level, the resources and new files or what ever is the obstacle. I did try and get a wav to play, but no luck with that once the script removed one NPC, I don't know. In GTK sound/.wav should be okay, in the folder there is maps, sound, real_scripts. So any ingame map has the sounds from the game that are packed on the disc, and what ever, they aren't accessible as with many scripts. So anything I had to take from the game's tour mod, which has examples, but it isn't that flexible. But I have done well so far.. As for this brush worldspawn, not sure on this. |
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