
This is the shader:
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textures/wodensky/wodensky
{
qer_editorimage textures/wodensky/wodensky
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
q3map_surfacelight 60
surfaceparm sky
q3map_sun 1.00 1.00 1.00 250 135 60
skyparms env/wodensky/wodensky - -
}
I thought there might be something wrong with it, so I removed it from the shader list. Result? The Light compilation quit working on the first bounce (of 8 ), and the result was a map that wouldn't load.
Nexuiz gave me the following error messages:
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Collision_Validatebrush: brush with no points
Collision_Validatebrush: all points lie on all planes (degenerate, no brush volume)
Host_error: Mod_q3BSP_loadlightgrid: invalid lightgrid lumpsize (big number) bytes should be (bigger number) bytes.
If I turn off both the -bounce switch and the shader, the map compiles and loads normally, there is no Host_error, and it looks the way it should (but no bouncy lights and no skybox). But I still get the Collision_Validatebrush error messages. Lots of them. Plus a bunch of numbers for each message.
I took a closer look at the BSP compilation log and found this:
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############### model 0 ###############
block size = { 2048 2048 2048 }
BSP bounds: { -13008.000000 -19776.000000 -12288.000000 } { 7424.000000 11520.000000 8952.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
79 patches
67 patch LOD groups
--- FaceBSP ---
3632 faces
6716 leafs
--- MakeTreePortals ---
205 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
599 structural brushes
2386 cluster references
--- FloodEntities ---
Entity 28, Brush 0: Entity leaked
2818 flooded leafs
How do I find model 0? As for entitiy 28, it first said entity 20 (which was a model) until I deleted it. Entity 28 is yet another model. More whackamole.

Anybody have a clue here? There is something wrong with my map, but I can't figure out what.
(btw: Used the brush cleanup plugin - it can't find anything wrong)