false -light error msg; "> 90% of map is structural&


(ogun) #1

The dump below is from the -light stage, after having loaded the shaders. The -light stage also isn’t calculated. When I try loading the map I get an error msg from q3 saying “Map with no shaders”. What’s strange about it is that I don’t get the problem when running the compile without -fast in the -light stage.

Loading d:\spel\Quake3\baseq3\maps
s_frenzy.bsp
entering d:\spel\Quake3\baseq3\maps
s_frenzy.bsp
WARNING: ParseEntity: { not found, found IBSP. on line 1072 - last entity was at: <0.00, 0.00, 0.00>…
Continuing to process map, but resulting BSP may be invalid.
WARNING: Over 90 percent structural map detected. Compile time will be adversely affected.
0 areaportals
Size: 99999, 99999, 99999 to -99999, -99999, -99999
— WriteSurfaceExtraFile —
Writing d:\spel\Quake3\baseq3\maps
s_frenzy.srf
Writing d:\spel\Quake3\baseq3\maps
s_frenzy.bsp
1 seconds elapsed

In fact, my map is far from 90% structural. It’s only 25% structural.
These are my compile settings:

d:\spel\Quake3\ydnar\q3map2 -fast -light -bouncegrid -patchshadows -samples 3 -shadeangle 90 -fs_basepath d:\spel\Quake3 d:\spel\Quake3\baseq3\maps%1.bsp

Anyone seen this prob before?


(ydnar) #2

You have to put -light before -fast. It’s a top-level option:

-bsp (is implied, with none of the following other top-level options)
-vis
-light
-export (also works with -light -export to do both stages)
-import
-convert
-info

Okay?

y


(ogun) #3

Ah, right, thanks!


(neotic) #4

I have that same error but different occasion. Its not even a question of putting -fast before -light, because I’m only creating the BSP.

My error:

WARNING: ParseEntity: { not found, found IBSP/ on line 380 - last entity was at: <0.00, 0.00, 0.00>…
Continuing to process map, but resulting BSP may be invalid.
0 areaportals
Size: 99999, 99999, 99999 to -99999, -99999, -99999
— WriteSurfaceExtraFile —
Writing C:\games\WolfET\etmain\maps\red.srf
Writing C:\games\WolfET\etmain\maps\red.bsp
Wrote 0.0 MB (276 bytes)
1 seconds elapsed

My command line:

“C:\Program Files\GtkRadiant-1.3\q3map2\q3map2.exe” -game et “C:\games\WolfET\etmain\maps\red.bsp”


(neotic) #5

I’ve fixed it some how, nevermind. :smiley:


(ydnar) #6

You need to compile a MAP not a BSP :slight_smile:

y


(neotic) #7

no one was suppose to see that! what i get for mapping waaay too late :smiley:


(Virtu0) #8

While compiling a map I received such messages:
WARNING: Over 90 percent structural map detected. Compile time will be adversely
affected.
0 areaportals
Size: -257, -465, 127 to 2081, 1809, 1217
block size = { 1024 1024 1024 }
147 leafs filled
WARNING: node without a volume
node has 3 tiny portals
node reference point 988.12 1056.42 360.00
WARNING: node without a volume
node has 5 tiny portals
node reference point 817.93 320.07 752.00

How can I solve these problems?


(Loffy) #9

Virtu0, hi! Welcome to the forum.
Let me first ask: Do you know that there are detailed and structural elements in a map-file, when you make a map?
If not, I suggest that you read a little about these two concepts (detailed and structural).
Here are some links, to places where you can read more about it:
http://www.cs.rochester.edu/u/brown/242/docs/RadiantTut.html#structural (It says Quake2 engine, but it is the same for ET map-making since it is a quake spin-off)
http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml (These last two links give information about RtCW, another quake spin-off, but it is the same for ET)
http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part2.shtml

In short: I think you have too many structural elements in your map and you need to turn them into detailed brushes.
Good luck!
//Loffy


(Virtu0) #10

I’m going to read it. And what’s about the last 2 messages?


(Virtu0) #11

I’m going to read it. And what’s about the last 2 messages?


(Shaderman) #12

Please use the search button and you’ll find the answer :wink:


(Virtu0) #13

You’d better indicate the topic instead of such a tutorial


(Twisted0n3) #14

The node without a volume/tiny portals problem might be from lots of little fiddly brushes that are structural rather than detail. I’d also recommend doing a Brush Cleanup (unless you’re using GTKRadiant 1.5, which does it automatically) in case it’s a b0rked brush causing the problems. But the 90% structural warning means you should be making more stuff detail, unless it’s a blocky layout alpha you were compiling or something.


(Virtu0) #15

to Twisted0n3

Thanks a lot, I’m going to try to solve those problems.


(Virtu0) #16

There is the question: where can I download GTKRadiant 1.5 (non-beta)? The latest version at http://qeradiant.com/ is GtkRadiant-1.5.0-2005-01-16.msi
Is it the version you’ve spoken about?


(Twisted0n3) #17

If you’re used to an earlier version of Radiant, I’m afraid I can’t wholeheartedly recommend Radiant 1.5. They made some interface changes that make it hard to use for people used to earlier versions for some reason. You may wish to try it; you may wish to stick with whatever version you’re currently using, and do a brush cleanup the old-fashioned way (plugins menu, bobtoolz, brush cleanup).