Okay…I’ve gone through a long process of deleting map object types and compiling while on MSN with rgoer. So I can now produce a whole list of things that are not causing the problem. Here’s a summary:
light-stage compiles now generate errors of the forms
WARNING: Lightmap texture coords out of range: S 106.4268 > 106 || T 14.9146 > 124
WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis
And IlluminateRawLightmap says “0 luxels illuminated.”
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When all patches were deleted from the map (select none, filter patches, invert selection, filter patches, invert selection, delete), the same errors were seen on compile.
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I was using spawnflags 4 on a bunch of models, tried deleting that key from all of them, with no change.
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Tried the same thing with the models as I did with patches. Blasted 'em, recompiled, no change.
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I’ve got a fog brush meeting a water brush. rgoer suggested this sometimes confuses Q3 (previous compiles have worked) so I deleted one (the water) and recompiled…no change.
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Tried deleting all entities in general…the ProjectSurfaceLightmap: 0-valued axis error disappeared (“0 luxels illuminated remained”)…but then again, this is probably due to the fact that I blew away all my lights.
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I’m using an entity sun in my map, and on the suggestion that this might be bad, I deleted it, with the result that the 0-values axis error disappeared, but still 0 luxels were illuminated!
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Just in case, as a last resort, I retextured everything in common/mp_blue and tried a compile…still errors.
So…I’m really at a loss as to what’s going on here. If it helps to identify the problem, here’s some added information on my map:
Worldspawn keys:
classname worldspawn
soundset rainy
music music/t1_rail/rail_nowhere.mp3
message Corellian Platform Encounter
ambient 10
_color .75 .75 .8
_farplanedist 2048
_blocksize 1024
_foghull corplat/corplat_sky
The map has 96 func_groups, 1 fx_rain, 106 misc_models, 2 target_speakers, 2 func_timers, 6 func_doors, 1 trigger_push, 2 target_positions, 20 func_breakables, 8 func_usables, 41 lights, 1 target_delay, 2 fx_runners, 2 info_notnulls, 1 NPC_Droid_R2D2, 4 waypoints, 2 info_player_duels, 1 info_player_duel1, 1 info_player_duel2, 1 info_player_intermission, 2 func_statics, 2 ref_tags, and 1 info_null.
corplat.shader (Yeah, a tiny bit messy…I’m not really a coder)
corplat_terrain.shader (EasyGen terrain shader)
Compile log, -v
gaspgaspgasp
Thanks guys…