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.AAS creation problems

Posted: Thu Aug 03, 2006 10:41 am
by Infernis
Since the problem hasn't been solved yet at Map-center I figured I would give it a try here. Freaking annoying problem. Below you'll find some copy & pasting of my initial post. For suggestions and failed attempt at solving it, I suggest reading this thread. Oh and no, the map isn't leaked!
For some odd reason I can't compile .AAS files anymore. I use Q3map2Toolz as a frontend compiler. I also tried the Quake Toolkit but the results are the same.

I can run the bspc, it gives me a dos screen and numbers are flying by, but it doesn't save an .AAS file.

I tried searching for .AAS files on my computer and it found some, but not mine. So it isn't saved it a weird location.

I take a .mapfile, I compile it using -meta and -lightfast and then I select the .bsp and run bspc. dONKEY confirmed this shouldn't pose problems. My frontend compiler directs to the bspc.exe found in the baseq3\Radiant 1.4.0 directory. I also tried replacing it by the bspc.exe dONKEY sent me. It doesn't change anything.

Below you'll find a snapshot of the dos screen when running the bspc stage. I'm kinda running out of ideas. It's probably something I overlooked but please point me to it.

Image
Opened log bspc.log
BSPC version 2.1h, May 6 2001 16:15:03 by Mr Elusive
optimize = true
bsp2aas: D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.bsp to D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.aas
-- Q3_LoadMapFromBSP --
Loading map from D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.bsp...
creating planar surface planes...
searching visible brush sides...
0 brush sides
1644 brush sides
98 brush sides textured out of 1644
nummapbrushsides = 3282

1 curve brushes
40 curve brushes
1 threads
-------- Brush CSG ---------
595 original brushes
0 output brushes
525
-------- Brush BSP ---------
525 brushes
1092 visible faces
0 nonvisible faces
3280 total sides
Win32 multi-threading
1 threads max
depth first bsp building
0 splits
3074
826 KB of peak total bsp memory
BSP tree created in 1 seconds
------- Prune Nodes --------
1612 pruned nodes
---- Node Portalization ----
0 nodes portalized
1463
3 tiny portals

261 KB of portal memory

806 KB of winding memory

------ FloodEntities -------
WARNING: no entities inside
ERROR: **** leaked ****

Closed log bspc.log
BSP Log:
2.5.16
2 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant - v1.5.0 Oct 8 2004 08:08:27
Voter turnout
VFS Init: D:/Editing/Quake 3/baseq3/

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/base_button.shader
entering scripts/base_door.shader
entering scripts/base_floor.shader
entering scripts/base_light.shader
entering scripts/base_object.shader
entering scripts/base_support.shader
entering scripts/base_trim.shader
entering scripts/base_wall.shader
entering scripts/common.shader
entering scripts/ctf.shader
entering scripts/gothic_block.shader
entering scripts/gothic_button.shader
entering scripts/gothic_door.shader
entering scripts/gothic_floor.shader
entering scripts/gothic_light.shader
entering scripts/gothic_trim.shader
entering scripts/gothic_wall.shader
entering scripts/liquids.shader
entering scripts/organics.shader
entering scripts/sfx.shader
entering scripts/skin.shader
entering scripts/skies.shader
entering scripts/mythtex01.shader
entering scripts/shaderlab_1337.shader
Loading D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.map
entering D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.map
0 areaportals
Size: 0, 64, -128 to 1344, 832, 512
block size = { 1024 1024 1024 }
131 leafs filled
writing D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.prt
--- WriteSurfaceExtraFile ---
Writing D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.srf
Writing D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.bsp
Wrote 0.1 MB (147156 bytes)
1 seconds elapsed
Light log:
2.5.16
2 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant - v1.5.0 Oct 8 2004 08:08:27
Voter turnout
VFS Init: D:/Editing/Quake 3/baseq3/

--- Light ---
Fast mode enabled
entering scripts/shaderlist.txt
entering scripts/base_button.shader
entering scripts/base_door.shader
entering scripts/base_floor.shader
entering scripts/base_light.shader
entering scripts/base_object.shader
entering scripts/base_support.shader
entering scripts/base_trim.shader
entering scripts/base_wall.shader
entering scripts/common.shader
entering scripts/ctf.shader
entering scripts/gothic_block.shader
entering scripts/gothic_button.shader
entering scripts/gothic_door.shader
entering scripts/gothic_floor.shader
entering scripts/gothic_light.shader
entering scripts/gothic_trim.shader
entering scripts/gothic_wall.shader
entering scripts/liquids.shader
entering scripts/organics.shader
entering scripts/sfx.shader
entering scripts/skin.shader
entering scripts/skies.shader
entering scripts/mythtex01.shader
entering scripts/shaderlab_1337.shader
Loading D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.bsp
Loading D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.srf
Loading D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.map
entering D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.map
--- SetupGrid ---
Grid size = { 64, 64, 128 }
1716 grid points
13 point lights
0 spotlights
50 diffuse (area) lights
1 sun/sky lights
64 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
22 x 13 x 6 = 1716 grid
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
24716 luxels
20491 luxels mapped
816 luxels occluded
64 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (2)
24716 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
1539 vertexes illuminated
--- StoreSurfaceLightmaps ---
22553 luxels used
32768 luxels stored (68.83 percent efficiency)
0 solid surface lightmaps
19 identical surface lightmaps, using 342 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
2 BSP lightmaps
2 total lightmaps
17 unique lightmap/shader combinations
Writing D:\Editing\Quake 3\baseq3\maps\mc-sm02-inf.bsp
Wrote 0.2 MB (259188 bytes)
3 seconds elapsed

Posted: Thu Aug 03, 2006 1:10 pm
by Fjoggs
Uhm, lame question, but did you add a spawnpoint?

Re: .AAS creation problems

Posted: Thu Aug 03, 2006 3:55 pm
by obsidian
Infernis wrote:WARNING: no entities inside
ERROR: **** leaked ****
If you don't have a spawnpoint, BSPC considers your map to be "leaked" since it doesn't know where to start the process, what's inside, what's outside.

Also check to make sure your spawnpoint isn't overlapping with any brushes.

Posted: Thu Aug 03, 2006 6:49 pm
by Infernis
Spawnpoints are added and are not overlapping other brushes. It is a fully fuctional DM map. Funny thing is, if I sent this to my pal dONKEY. He can compile the .AAS, with the same program I'm using, without any problems.

Posted: Thu Aug 03, 2006 7:00 pm
by Foo
Well if you can totally rule out a problem with the map file as you seem to have since it works on another machine, the fastest course of action would probably be to back up your mapping work, then tear out the editor and reinstall it ground up. 10 mins work.

Posted: Thu Aug 03, 2006 9:15 pm
by Infernis
Already done four times. The last time I even installed windows again. Remember Foo :p

Posted: Thu Aug 03, 2006 9:27 pm
by Foo
Then the only other weak link in the chain that springs to mind is that you may be using a different set of compile parameters to him.

Posted: Fri Aug 04, 2006 1:59 am
by pjw
Hmmn. That's the latest version of bspc, so that's not it. A couple of things you might try:

1. I've had mystery leaks before too in the .aas process (I've never been in the situation where it would compile on one machine but not another, but maybe that's just because I didn't try...). Anyway, I've made them go away a couple of times by screwing with clusterportals and making minor adjustments to same. Raven (mapper) has had the same experience. This is lame because it's akin to waving chicken bones and crossing your fingers rather than doing something specific, but...eh.

2. What process are you actually using to compile the .aas? Are you using the radiant compile menu, or using batch files? And yeah, like Foo said, compile switches... I see you're using -optimize; and I assume you're also using -forcesidesvisible?

Posted: Fri Aug 04, 2006 10:59 am
by Infernis
Yeah, I did all that. But it's fixed. I installed an older version of Q3map2Toolz and what do you know? It works immediately.

Thanks for all the feedback though!

Appreciated much!

Posted: Fri Aug 04, 2006 6:35 pm
by Hipshot
You should compile not using any frontend, they often sucks =) Just use a batfile...

Posted: Mon Aug 07, 2006 7:06 am
by maz0r
Yeah stop here, this is .bat country! :clownboat:

Posted: Mon Aug 07, 2006 4:17 pm
by Salinga
Call me .bat man.