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				Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 6:15 pm
				by richfromlondon
				Hi,
I opened an existing or well a released map that the game company released a few years after the game went on sale. When I compiled the map, the lighting isn't darker as it would be in the actual ingame level.
What could be the cause of this, this happened with one other level I have tried.
Thank you.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 6:52 pm
				by sst13
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 6:58 pm
				by richfromlondon
				It isn't in one place, all the deck is filled with the exact lighting as displayed in the image.
I tried numerous compiles.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 7:35 pm
				by Eraser
				You should use the -light option to compile lighting. You've probably only done the BSP phase now, which compiles map geometry.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 7:49 pm
				by richfromlondon
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 8:41 pm
				by Eraser
				In the radiant screenshot of Radiant, use the option
BSP -meta , -vis, -light -fast -filter -super 2
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Feb 29, 2020 11:39 pm
				by richfromlondon
				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.
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
 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sun Mar 01, 2020 4:06 am
				by obsidian
				Your maps is failing the compile, therefore the light stage does not complete and the map is rendered in full-bright.
MAX_TW_VERTS (12) exceeded
From ydnar, years back:
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.
 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sun Mar 01, 2020 5:42 pm
				by richfromlondon
				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?
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sun Mar 01, 2020 9:57 pm
				by richfromlondon
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sun Mar 01, 2020 10:02 pm
				by Eraser
				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?
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sun Mar 01, 2020 10:27 pm
				by richfromlondon
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Mar 07, 2020 6:26 pm
				by richfromlondon
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sat Mar 07, 2020 8:39 pm
				by obsidian
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Sun Mar 08, 2020 4:28 pm
				by richfromlondon
				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.
			 
			
					
				Re: Lighting problem in Elite force game map after compile
				Posted: Mon Mar 09, 2020 1:16 am
				by richfromlondon
				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.