Whackamole - Fixed the VIS problem, here comes the LIGHT.

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Whackamole - Fixed the VIS problem, here comes the LIGHT.

Postby Clueless Newbie » Sat Oct 11, 2008 7:59 pm

The first sign of something being wrong with my map was when I loaded it and I got this:
Image
This is the shader:
Code: Select all
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:
Code: Select all
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:
Code: Select all
############### 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)
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Postby take_this_cup_of_poison » Sun Oct 12, 2008 2:31 am

Make a hollow 3d triangle pyramid of caulk.
Put the map inside of it.
Make each side of the triangle pyramid 60000 quake units per side.
take_this_cup_of_poison
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Postby Clueless Newbie » Sun Oct 12, 2008 3:35 pm

take_this_cup_of_poison wrote:Make a hollow 3d triangle pyramid of caulk.
Put the map inside of it.
Make each side of the triangle pyramid 60000 quake units per side.

Huh?

Anyway, if found the problem; turns out I had inadvertently created a gigantic skybox, and it made the light compiler barf. Problem solved. 8)
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
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Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm


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