Digital Paint Discussion Board
Development => Mapping => Topic started by: i_am_a_pirate on March 09, 2008, 04:15:18 PM
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I know the moment you read who posted this most of you are going to be groaning, but please bear with me.
okay, so I'm just comiling a (relatively small and un-detailed), minding my own business, when (when I get this far in the code) a pop-up comes up with the usual 'qvis3 has encountered a problem and needs to close...please tell microsoft about this problem...error report, blah, blah.
C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp testmap2
C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 testmap2
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\bsp\pball2\quake2\pball\
entering C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
Entity 0, Brush 690: mixed face contents
Brush: Line 6081, file C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
Entity 0, Brush 691: mixed face contents
Brush: Line 6090, file C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
0...1...3...5...6...8... (7)
0...1...3...5...6...8... (6)
writing C:\bsp\pball2\quake2\pball\mapfiles\testmap2.prt
Writing C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
24 seconds elapsed
C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis testmap2
C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 testmap2
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
reading C:\bsp\pball2\quake2\pball\mapfiles\testmap2.prt
5196 portalclusters
17898 numportals
0...1...2...3...4...5...6...7...8...9... (162)
0...
Oh yeah, and i was using qbsp vis rad.bat for compiling.
Really sorry for long/probably simple post
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17898 numportals
Isnt that very high value?
I think you should "detail" things like barrels and boxes by hitting "s" then select "Detail" then ApplyBrush.
Hope this helps :)
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Just make sure it isn't sealed in a huge box.
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It's not. thenks for the help. I was wondering why the numportals were high. :D thanks. I'll post in a sec with what happens.....
EDIT:
Oh dear, you mean I have to re-align all those textures now? Oh dear....
EDIT2:
erm, theres now 17719 numportals when i compile it. The same error is still coming up when i compile it. All of the crates have the detail property applied. Any help?
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ntity 0, Brush 690: mixed face contents
Brush: Line 6081, file C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
Entity 0, Brush 691: mixed face contents
Brush: Line 6090, file C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
thats not something normal
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ntity 0, Brush 690: mixed face contents
Brush: Line 6081, file C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
Entity 0, Brush 691: mixed face contents
Brush: Line 6090, file C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
thats not something normal
Probably have a detail flag set on some faces but not others on the same brush. If you set detail, you need to apply it to the whole brush (easy way is to hit the +Det button).
Judging from the numportals, you probably have a bunch of things you need to apply the detail flag to. If you have a bunch of barrels, you might do a search by texture to select everything with a barrel texture, then hit +det.
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No, I have no barrels but..... oh dear... 2 36-sided pillars in the elimination zone... that may be it.
I applied the detail flag on ALL of my boxes.
Would 2 spiral staircases be to blame?
Will update this post with compiler text when I've done the pillars and re-made them.
EDIT
ooh, initial results from the compiler show 10000 numportals. 7000 less than before
Also, it's got further than before
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36-sided?! I doubt people will notice anything over 12 or 16.
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Would 2 spiral staircases be to blame?
Judging by the spiral staircases in your 'tower' map and the brush-munching silos containing them, you may want to detail them.
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36-sided?! I doubt people will notice anything over 12 or 16.
Phht, he could go as low as 8 and make it almost unnoticable with phong shading. Dunno what he's doing with 4x that number :X
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36-sided?! I doubt people will notice anything over 12 or 16.
This is one of my early maps that i'm revisiting after realising that another I had started making was complete trash with numerous mistakes. :D
Sorry that I didn't compile iut yesterday - it was taking forever and my brother needed it for work. tut tut tut.
On another more related note, I have remade all of the crates (aligned with textures) and have looked up this mysterious func_detail and what it does. I have made relevant changes and it has successfully compiled! Here's the text in case anyone wants to read it and give me some 'improvements'. :D
C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp testmap2
C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 testmap2
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\bsp\pball2\quake2\pball\
entering C:\bsp\pball2\quake2\pball\mapfiles\testmap2.map
0...1...3...5...6...8... (1)
0...1...3...5...6...8... (0)
writing C:\bsp\pball2\quake2\pball\mapfiles\testmap2.prt
Writing C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
2 seconds elapsed
C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis testmap2
C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 testmap2
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
reading C:\bsp\pball2\quake2\pball\mapfiles\testmap2.prt
516 portalclusters
1169 numportals
0...1...2...3...4...5...6...7...8...9... (1)
0...1...2...3...4...5...6...7...8...9... (47)
Average clusters visible: 177
Building PHS...
Average clusters hearable: 476
visdatasize:65220 compressed from 74304
writing C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
48.0 seconds elapsed
C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 testmap
2
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------
C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\arghrad -gamedir C:\bsp\pball2\qu
ake2\pball -chopcurve 128 testmap2
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to C:\bsp\pball2\quake2\pball\ (game pak dir)
-chopcurve set to 128.0 (curve surface patch size)
----- Load BSP File -----
reading C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (93)
0...1...2...3...4...5...6...7...8...9... (65)
0...1...2...3...4...5...6...7...8...9... (0)
----- Save BSP File -----
writing C:\bsp\pball2\quake2\pball\mapfiles\testmap2.bsp
----- Time -----
162 seconds elapsed
C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap testmap2
C:\bsp\pball2\quake2\pball\mapfiles>copy testmap2.bsp c:\games\paintball2\pball\
maps\inprogress
1 file(s) copied.
C:\bsp\pball2\quake2\pball\mapfiles>c:
C:\bsp\pball2\quake2\pball\mapfiles>cd \games\paintball2
C:\Games\Paintball2>pause
Press any key to continue . . .