Light map problem that is unresolvable (on dual towers versi

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Light map problem that is unresolvable (on dual towers versi

Postby take_this_cup_of_poison » Fri Oct 17, 2008 2:06 am

Light map problem that is unresolvable (on dual towers version of frankishtowers(CTF) I'm making): In the original tower (which is the red base) but _not_ in the new one (blue) on the cyan trap floor marble the lightmap is BLACK:

Image

18:27 <r00t> https://cat2.optus.nu/nexuizserv/frankishtowerctf15.bsp
18:27 <r00t> https://cat2.optus.nu/nexuizserv/frankishtowerctf15.map

The other tower is fine.
I've checked for duplicate brushes, there are none.
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Postby take_this_cup_of_poison » Fri Oct 17, 2008 2:08 am

/usr/games/q3map2 -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath /usr/share/games/nexuiz/ -fs_game data -light -lomem -fast -scale 1.2 /home/r00t/.nexuiz/data/maps/frankishtowerctf15.map

is the compile options.
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Postby divVerent » Fri Oct 17, 2008 5:23 am

If you had a map that is faster to compile, I'd look into it and debug it. But waiting for multiple hours after every code change to see if it still surfaces is not my thing.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby take_this_cup_of_poison » Fri Oct 17, 2008 12:19 pm

I'm making the vis simpler.
Recompiling again.

One thing that might be oneday useful for netradiant is an in-editor lightmapeditor and triangle surface editor, maybe save the edits to a seperate file so they will keep over diffrent compiles. That way transprent triangles and no-lightmap ones could be edited by hand rather than praying that q3map2 doesn't hit a bug :).
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