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

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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  • 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)
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

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
    Banned
     
    Posts: 198
    Joined: Sun Jan 20, 2008 2:25 am

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
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm



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