Error on compile


(Tonka) #1

Hello,

When Im doing a compile on my map Ive been working on for the last 3 months, i get this error at the very beginning before the vis calculations.
I have no idea as to why.

The map hasnt changed much from earlier versions.
I have progressively saved my map and nothing like this has ever happened.
Any ideas?


(ydnar) #2

What error? :slight_smile:


(Tonka) #3

Well thats the thing.
I just get a pop up of q3map2 with no explanation.
It seems to be happening during the meta phase.
If i click the ok button,it quickly moves onto the vis stage.
I have copies of my map so all is well, but I was just curious as to find the reasons for this.
If I can find out why, its a lesson learned.
But I have no clue as to why?
Maybe the map name change, since that is the only change.
Might be because I heard there is a entity limit cap.
My entities total 876.Many point lights and such.
But other than adding a few lights and changing the name, its the only things that are different from previous versions.


(ydnar) #4

Q3Map2 outputs a bunch of text. Could you post the text it emits before crashing?

y


(Tonka) #5

Well, there is nothing to post.
Q3map2 works its way down to the terrain info,and then it just stops.
It does not say anything about why.
No error is given, just the pop up comes up and then nothing.
Thats what puzzles me, no clue.


(ydnar) #6

Again, could you post all the text it emits before it crashes?

:banghead:


(Tonka) #7

Well, thats going to be hard to do since I deleted everything as not to confuse me with the back ups on my cd.
Sorry.
But Im sure it wasnt q3map related but my own stupid error.
Im out to buy some more ram to run the more current builds of radiant and q3m2.
Cant wait.
Ydnar, thanks for all the hard work into contributing such a fine tool in making our 3d worlds.
In my world, q3m2 rates up there, right below sex as the best things in this world that are free and fun.
Sometimes its even higher. lol
Thanks and keep up the great works!!
:drink:


(ydnar) #8

Doh. :slight_smile:

Well, next time if you have a crash or error, save the text it emits to a file, that way we can better troubleshoot your problem.

y


(Tonka) #9

ITS DOING IT AGAIN!!!
I dont understand it, I did a compile before I went to work, and it was fine, made a few changes, didnt even change the filename and its happening.
Here you go…

— LoadMapFile —
C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.map
8185 brushes
879 entities
Entering message loop
Saving map to C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.map
Map_SaveFile: C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.map
Saved.
Setting up
Listening…
=== running BSP command ===
C:\PROGRA~1\GTKRAD~1\q3map2 -v -connect 127.0.0.1:39000 -game wolf -meta -fs_basepath “C:/PROGRA~1/RETURN~1” “C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.map”
Connected.
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.38
GtkRadiant - v1.3.5-dev Feb 14 2003 20:20:05
The Saturday Night Special
— InitPaths —
VFS Init: C:/PROGRA~1/RETURN~1/main/

— BSP —
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/alpha.shader
entering scripts/assault.shader
entering scripts/awf_props.shader
entering scripts/b-25.shader
entering scripts/blimp.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_props.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/cathedrale_wall.shader
entering scripts/chat.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/graveyard.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/metal_misc.shader
entering scripts/miltary_door.shader
entering scripts/miltary_floor.shader
entering scripts/miltary_wall.shader
entering scripts/models.shader
entering scripts/props.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/sfx.shader
entering scripts/skies.shader
entering scripts/snow.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/terrain.shader
entering scripts/training.shader
entering scripts/tree.shader
Script file scripts/town_door.shader was not found
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/town_props.shader
entering scripts/village.shader
entering scripts/walls.shader
entering scripts/windows.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/battlegrounds.shader
1704 shaderInfo
— LoadMapFile —
Loading C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.map
entering C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.map
Entity 43 (func_group) has lightmap scale of 0.400
Entity 115 (func_group) has lightmap scale of 0.400
Entity 111 (func_group) has shader index map “BattleGrounds.pcx”
Entity 116 (func_group) has lightmap scale of 0.400
Entity 111 (func_group) has shader index map “BattleGrounds.pcx”
Entity 117 (func_group) has lightmap scale of 0.400
Entity 111 (func_group) has shader index map “BattleGrounds.pcx”
Entity 118 (func_group) has lightmap scale of 0.400
Entity 111 (func_group) has shader index map “BattleGrounds.pcx”
Entity 167 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 168 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 169 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 170 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 171 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 172 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 173 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 174 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 175 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 176 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 177 (func_group) has lightmap scale of 0.400
Entity 156 (func_group) has shader index map “BattleGrounds.pcx”
Entity 231 (func_group) has lightmap scale of 0.400
Entity 208 (func_group) has shader index map “bgterra1.pcx”
Entity 232 (func_group) has lightmap scale of 0.400
Entity 208 (func_group) has shader index map “bgterra1.pcx”
Entity 233 (func_group) has lightmap scale of 0.400
Entity 208 (func_group) has shader index map “bgterra1.pcx”
Entity 236 (func_group) has lightmap scale of 0.400
Entity 210 (func_group) has shader index map “bgterra1.pcx”
Entity 448 (func_group) has lightmap scale of 0.400
Entity 418 (func_group) has shader index map “BattleGrounds.pcx”
Entity 449 (func_group) has lightmap scale of 0.400
Entity 418 (func_group) has shader index map “BattleGrounds.pcx”
Entity 457 (func_group) has lightmap scale of 0.400
Entity 423 (func_group) has shader index map “BattleGrounds.pcx”
Entity 465 (func_group) has lightmap scale of 0.400
Entity 430 (func_group) has shader index map “BattleGrounds.pcx”
Entity 467 (func_group) has lightmap scale of 0.400
Entity 431 (func_group) has shader index map “BattleGrounds.pcx”
Entity 489 (func_group) has lightmap scale of 0.400
Entity 448 (func_group) has shader index map “BattleGrounds.pcx”
Entity 490 (func_group) has lightmap scale of 0.400
Entity 448 (func_group) has shader index map “BattleGrounds.pcx”
Entity 504 (func_group) has lightmap scale of 0.400
Entity 461 (func_group) has shader index map “BattleGrounds.pcx”
Entity 513 (func_group) has lightmap scale of 0.400
Entity 464 (func_group) has shader index map “bgterra1.pcx”
Entity 514 (func_group) has lightmap scale of 0.400
Entity 464 (func_group) has shader index map “bgterra1.pcx”
Entity 515 (func_group) has lightmap scale of 0.400
Entity 464 (func_group) has shader index map “bgterra1.pcx”
Entity 759 (func_group) has lightmap scale of 0.400
Entity 694 (func_group) has shader index map “BattleGrounds.pcx”
Entity 760 (func_group) has lightmap scale of 0.400
Entity 694 (func_group) has shader index map “BattleGrounds.pcx”
8098 total world brushes
7702 detail brushes
48 patches
15518 boxbevels
9786 edgebevels
808 entities
36492 planes
0 areaportals
Size: -1824, -4256, -1312 to 1792, 2272, 1088
############### model 0 ###############
block size = { 1024 1024 1024 }
— PatchMapDrawSurfs —
Longest curve: 353.836975
Longest curve: 353.836975
Longest curve: 353.836975
Longest curve: 353.836975
Longest curve: 353.836975
Longest curve: 353.836975
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 658.852661
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 679.479126
Longest curve: 679.479126
Longest curve: 679.479126
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 670.852661
Longest curve: 541.198608
Longest curve: 541.198608
Longest curve: 541.198608
Longest curve: 541.198608
Longest curve: 541.198608
Longest curve: 541.198608
Longest curve: 915.289124
Longest curve: 915.289124
Longest curve: 915.289124
Longest curve: 915.289124
Longest curve: 915.289124
Longest curve: 915.289124
Longest curve: 956.249817
Longest curve: 956.249817
Longest curve: 956.249817
Longest curve: 956.249817
Longest curve: 956.249817
Longest curve: 956.249817
Longest curve: 644.730774
Longest curve: 644.730774
Longest curve: 644.730774
Longest curve: 644.730774
Longest curve: 644.730774
Longest curve: 156.330032
Longest curve: 156.330032
Longest curve: 642.100891
Longest curve: 642.100891
Longest curve: 670.890869
48 patches
15 patch LOD groups
— FaceBSP —
2574 faces
2195 leafs
— MakeTreePortals —
5 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
430 structural brushes
1152 cluster references
— FloodEntities —
968 flooded leafs
— FillOutside —
1016 solid leafs
211 leafs filled
968 inside leafs
— CullSides —
144 hidden faces culled
428 coincident faces culled
— ClipSidesIntoTree —
WARNING: Couldn’t find image for shader textures/Battlegrounds/terrain_1
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain2_2
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain2_0to2
WARNING: Couldn’t find image for shader textures/Battlegrounds/terrain2_0to1
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain2_1to2
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain2_1
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain_1to2
WARNING: Couldn’t find image for shader textures/Battlegrounds/terrain_0to1
WARNING: Couldn’t find image for shader textures/Battlegrounds/terrain_0
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain_0to2
WARNING: Couldn’t find image for shader textures/Battlegrounds/terrain_2
WARNING: Couldn’t find image for shader textures/battlegrounds/terrain2_0
— FaceBSP —
1718 faces
1971 leafs
— MakeTreePortals —
10 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
430 structural brushes
1385 cluster references
— NumberClusters —
939 visclusters
2477 visportals
3617 solidfaces
— WritePortalFile —
writing C:/Program Files/Return to Castle Wolfenstein/Main/maps/bg30.prt
— FloodAreas —
1 areas
— AddTriangleModels —
Connection closed.

After this I click ok and it goes into vis stage.

What gives?


(LodeRunner) #10

When you say that you click OK, is that because a Windows dialog prompt comes up? If so, before clicking OK, please write down what the box says and post it here. That would be very helpful.


(ydnar) #11

Upgrade to Q3Map 2.5.3 (or try the 2.5.4 test version) and give it a shot. It sounds like a bad MD3 model.

BTW, did you intend to have that many terrain entities?

y


(Tonka) #12

First off, I tried upgrading to a newer version but I kept crashing as I have only 256 megs of ram.

As far as terrain entities go, I have multiple terrains but as I started to shape and carve them out, I ended up with the lot.

Here’s a sample…click on the latest numbered links.These are older shots as I have not updated recently…

http://www.geocities.com/webdeadhead/NewMap.html

I have found something out however.
I have one good copy but when i save it to another filename, its only good for one compile.If I try to compile again with the same file, I get the error.
Weird.


(kat) #13

those latter shots make that look like a very interesting map you have there…

a question related to ydnars, are all the terrain bits you have using the same texture? Most of the shots seems to indicate this is true?? If it is make another version of the map and regroup the terrain entities - or at least the more common ones - to try and reduce your terrain entity count, it should at least speed up compile time a bit (looking at that output you could get away with 2 terrain entities??).


(Tonka) #14

Well being a n00b to quake mapping, I wouldnt know how to regroup the lot of them.
The terrain started off as just a simple experiment that got way out of control. lol
It didnt turn out exactly as planned as the grid size is much to small so it added more tris.I would change it now if I only could, but cant. Still have to learn to slow down construction. :wink:
Various parts of the terrain is copied and added here and there.
My comppile times are not so bad.
With a meta vis fast patchshadows filter thresh.2 super 2 bounce 2 It crunches for about 3 .5 hours.