Light work, not in the way I wanted


(Scatcycle) #1

I set up a bunch of lights in my map, and created the last BSP (test), used for lighting and finished stuff, but there is light everywhere. There is no change of light or anything. Even my light that I set the RGB to red wasn’t red. I have no _samples stuff, so why is it doing this? All of the intensitys are set to 300. Please help, thanks!

:stroggtapir:


(shagileo) #2

Do you have lightmaps?
Check that in your maps folder, there should be a folder with your map name containing some .tga lightmap images.

If that folder isn’t there, it seems like you skipped the -light phase in your BSP compiling.


(Scatcycle) #3

In my “maps folder” I have the BSP’s and .prt’s, and then the name my map as a folder. I click it, it has two images, which appear to be black. They are: lm_0000 and lm_0001. They are both paint.net images. It appears you are right, it did skip it. Even though it took ALOT longer then when creating the meta bsp. So how do I include this process?

Oh by the way, my lights don’t shave the radius in the 2d view.

and also, shouldn’t it be dark if it wasn’t compiled?


(Avoc) #4

[QUOTE=Scatcycle;250389]I set up a bunch of lights in my map, and created the last BSP (test), used for lighting and finished stuff, but there is light everywhere. There is no change of light or anything. Even my light that I set the RGB to red wasn’t red. I have no _samples stuff, so why is it doing this? All of the intensitys are set to 300. Please help, thanks!

:stroggtapir:[/QUOTE]

Because you didnt light compile. Make sure there is a ‘-light’ command in the compiler.


(Scatcycle) #5

I have been using the right compiler. It has -light in it.


(Destroy666) #6

Did you make pk3 of your map which is in etmain?
If yes, has it got the folder with lightmaps in right place?


(Scatcycle) #7

[QUOTE=Destroy666;250404]Did you make pk3 of your map which is in etmain?
If yes, has it got the folder with lightmaps in right place?[/QUOTE]

No, it is a bsp.


(stealth6) #8

Do you put it in a pk3 before you test?
Or do you test without making a pk3? (easier way)

If you do make a pk3 first make sure you include all the files with the map name. (Not just the .bsp)


(Scatcycle) #9

[QUOTE=stealth6;250446]Do you put it in a pk3 before you test?
Or do you test without making a pk3? (easier way)

If you do make a pk3 first make sure you include all the files with the map name. (Not just the .bsp)[/QUOTE]

I test withought pk3. I checked all my lights, they all have classname normal, light 100, and origin normal. :stroggtapir:


(.Chris.) #10

Can you post the log of your compile (pastebin or similar).


(Scatcycle) #11

I cannot load the text file to this site becuase it exceeds the size limit, but maybe I can post it here…

Open file C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map for write…success
map save timer: 0.20 second(s) elapsed
Setting up
Listening…
=== running build command ===
“C:/Program Files/GtkRadiant 1.5.0/q3map2.exe” -v -connect 127.0.0.1:39000 -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory/” -fs_game etmain -meta -mv 1024 -mi 6144 “C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map”
Connected.
2 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
— InitPaths —
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/

— BSP —
Creating meta surfaces from brush faces
Maximum lightmapped surface vertex count set to 1024
Maximum per-surface index count set to 6144
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Script file scripts/desert_sd.shader was not found
entering scripts/et_beach.shader
Script file scripts/mp_beach.shader was not found
Script file scripts/camera.shader was not found
entering scripts/mp_base.shader
Script file scripts/watermap.shader was not found
2023 shaderInfo
— LoadMapFile —
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map
entering C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map
WARNING: Couldn’t find image for shader textures/SGP/wall
WARNING: Couldn’t find image for shader textures/SGP/celing
297 total world brushes
26 detail brushes
1 patches
166 boxbevels
189 edgebevels
46 entities
2020 planes
0 areaportals
Size: -352, -2304, -544 to 6144, 864, 640
— ProcessDecals —
0 decal projectors
— CreateMapFogs —
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -352.000000 -2304.000000 -544.000000 } { 6144.000000 864.000000 640.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
— PatchMapDrawSurfs —
1 patches
1 patch LOD groups
— FaceBSP —
1880 faces
3058 leafs
— MakeTreePortals —
311 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
278 structural brushes
3033 cluster references
— FloodEntities —
738 flooded leafs
— FillOutside —
1875 solid leafs
445 leafs filled
738 inside leafs
— CullSides —
642 hidden faces culled
4 coincident faces culled
— ClipSidesIntoTree —
— FaceBSP —
941 faces
1290 leafs
— MakeTreePortals —
435 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
278 structural brushes
1262 cluster references
— NumberClusters —
676 visclusters
2087 visportals
2251 solidfaces
— WritePortalFile —
writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.prt
— FloodAreas —
8 areas
— AddTriangleModels —
— AddEntitySurfaceModels —
— FilterDetailBrushesIntoTree —
19 detail brushes
103 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
1069 axial edge lines
586 non-axial edge lines
0 degenerate edges
561 verts added for T-junctions
4008 total verts
683 naturally ordered
105 rotated orders
19 can’t order
0 broken (degenerate) surfaces removed
— ClassifyEntitySurfaces —
— TidyEntitySurfaces —
0 empty or malformed surfaces deleted
— MakeEntityDecals —
(0)
0 decal surfaces
— MakeEntityMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
807 total meta surfaces
791 stripped surfaces
16 fanned surfaces
0 patch meta surfaces
4024 meta verts
2426 meta triangles
— TidyEntitySurfaces —
807 empty or malformed surfaces deleted
— SmoothMetaTriangles —
No smoothing angles specified, aborting
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
655 surfaces merged
8583 vertexes merged
— FilterDrawsurfsIntoTree —
4576 references
656 (656) emitted drawsurfs
791 stripped face surfaces
16 fanned face surfaces
0 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
1 SURFACE_PATCH surfaces
0 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
655 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
4053 redundant indexes supressed, saving 15 Kbytes
— FixBrushSides —
— EndModel —
8 light entities stripped
2034 BSP planes
— WriteSurfaceExtraFile —
Writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.srf
Writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.bsp
Wrote 0.4 MB (448032 bytes)
17 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening…
=== running build command ===
“C:/Program Files/GtkRadiant 1.5.0/q3map2.exe” -v -connect 127.0.0.1:39000 -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory/” -fs_game etmain -vis -saveprt “C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map”
Connected.
2 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
— InitPaths —
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/

— Vis —
saveprt = true
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.bsp
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.prt
676 portalclusters
2087 numportals
2251 numfaces
4174 active portals
0 hint portals
visdatasize:59496

— BasePortalVis (4174) —
0…1…2…3…4…5…6…7…8…9… (1)
8 average number of passages per leaf
8 MB required passage memory

— CreatePassages (4174) —
0…1…2…3…4…5…6…7…8…9… (5)

— PassagePortalFlow (4174) —
0…1…2…3…4…5…6…7…8…9… (27)
creating leaf vis…
cluster 0 : 5 visible
cluster 1 : 5 visible
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cluster 551 : 274 visible
cluster 552 : 246 visible
cluster 553 : 179 visible
cluster 554 : 255 visible
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cluster 557 : 164 visible
cluster 558 : 175 visible
cluster 559 : 166 visible
cluster 560 : 179 visible
cluster 561 : 180 visible
cluster 562 : 166 visible
cluster 563 : 154 visible
cluster 564 : 137 visible
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cluster 569 : 201 visible
cluster 570 : 116 visible
cluster 571 : 169 visible
cluster 572 : 168 visible
cluster 573 : 162 visible
cluster 574 : 157 visible
cluster 575 : 151 visible
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cluster 577 : 129 visible
cluster 578 : 115 visible
cluster 579 : 105 visible
cluster 580 : 220 visible
cluster 581 : 208 visible
cluster 582 : 185 visible
cluster 583 : 197 visible
cluster 584 : 208 visible
cluster 585 : 195 visible
cluster 586 : 189 visible
cluster 587 : 214 visible
cluster 588 : 194 visible
cluster 589 : 193 visible
cluster 590 : 181 visible
cluster 591 : 156 visible
cluster 592 : 193 visible
cluster 593 : 190 visible
cluster 594 : 196 visible
cluster 595 : 189 visible
cluster 596 : 176 visible
cluster 597 : 17 visible
cluster 598 : 17 visible
cluster 599 : 17 visible
cluster 600 : 17 visible
cluster 601 : 206 visible
cluster 602 : 116 visible
cluster 603 : 36 visible
cluster 604 : 50 visible
cluster 605 : 123 visible
cluster 606 : 63 visible
cluster 607 : 7 visible
cluster 608 : 50 visible
cluster 609 : 97 visible
cluster 610 : 64 visible
cluster 611 : 43 visible
cluster 612 : 62 visible
cluster 613 : 10 visible
cluster 614 : 268 visible
cluster 615 : 50 visible
cluster 616 : 51 visible
cluster 617 : 48 visible
cluster 618 : 56 visible
cluster 619 : 48 visible
cluster 620 : 147 visible
cluster 621 : 151 visible
cluster 622 : 56 visible
cluster 623 : 56 visible
cluster 624 : 147 visible
cluster 625 : 147 visible
cluster 626 : 138 visible
cluster 627 : 134 visible
cluster 628 : 12 visible
cluster 629 : 20 visible
cluster 630 : 231 visible
cluster 631 : 40 visible
cluster 632 : 131 visible
cluster 633 : 131 visible
cluster 634 : 12 visible
cluster 635 : 169 visible
cluster 636 : 225 visible
cluster 637 : 80 visible
cluster 638 : 205 visible
cluster 639 : 117 visible
cluster 640 : 38 visible
cluster 641 : 58 visible
cluster 642 : 45 visible
cluster 643 : 203 visible
cluster 644 : 224 visible
cluster 645 : 58 visible
cluster 646 : 148 visible
cluster 647 : 151 visible
cluster 648 : 104 visible
cluster 649 : 44 visible
cluster 650 : 44 visible
cluster 651 : 54 visible
cluster 652 : 52 visible
cluster 653 : 61 visible
cluster 654 : 59 visible
cluster 655 : 40 visible
cluster 656 : 40 visible
cluster 657 : 200 visible
cluster 658 : 191 visible
cluster 659 : 203 visible
cluster 660 : 156 visible
cluster 661 : 153 visible
cluster 662 : 100 visible
cluster 663 : 12 visible
cluster 664 : 17 visible
cluster 665 : 17 visible
cluster 666 : 17 visible
cluster 667 : 17 visible
cluster 668 : 19 visible
cluster 669 : 15 visible
cluster 670 : 26 visible
cluster 671 : 16 visible
cluster 672 : 17 visible
cluster 673 : 17 visible
cluster 674 : 17 visible
cluster 675 : 17 visible
Total visible clusters: 85232
Average clusters visible: 126
Writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.bsp
Wrote 0.5 MB (507528 bytes)
42 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening…
=== running build command ===
“C:/Program Files/GtkRadiant 1.5.0/q3map2.exe” -v -connect 127.0.0.1:39000 -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory/” -fs_game etmain -light -super 2 -external -lightmapsize 256 “C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map”
Connected.
2 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
— InitPaths —
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/

— Light —
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Map has shader script C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/…/scripts/q3map2_test.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Script file scripts/desert_sd.shader was not found
entering scripts/et_beach.shader
Script file scripts/mp_beach.shader was not found
Script file scripts/camera.shader was not found
entering scripts/mp_base.shader
Script file scripts/watermap.shader was not found
2023 shaderInfo
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.bsp
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.srf
— LoadMapFile —
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map
entering C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.map
8 light entities
— SetupBrushes —
278 opaque brushes
— SetupDirt —
48 dirtmap vectors
— SetupSurfaceLightmaps —
698 surfaces
636 raw lightmaps
1 surfaces vertex lit
697 surfaces lightmapped
696 planar surfaces lightmapped
0 non-planar surfaces lightmapped
1 patches lightmapped
0 planar patches lightmapped
— SetupTraceNodes —
************ ERROR ************
MAX_TW_VERTS (12) exceeded
Autosaving…
Open file C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test.autosave.map for write…success

Oh by the way, I have tried using a “sky” (white) texture for a block that looks like the sky, and I’ve tried using a skybox, but neither work. The White textured sky just comes up as orange and black, and the using a skybox ad caulk just shows up as outside the map where everything just repeates itself.


(.Chris.) #12

I did say use pastebin for a reason :slight_smile:

Anyway it looks like your light compile doesn’t finish it’s job:

************ ERROR ************
MAX_TW_VERTS (12) exceeded

I can’t remember what this error message is though but perhaps a forum and/or google search may provide some answers for you.

A quick search gave me the following:

http://www.splashdamage.com/forums/archive/index.php/t-6200.html


(eiM) #13

I had just that problem when I was working on Missile. If I remember right, it really were non-details brushes with too complicated geometry, which split up the portals q3map2 creates (in the vis stage though?) too heavily.

add “-debugportals” to the compiler settings and you will be able to search your map for these areas (where there are tons of portals at one spot)


(Scatcycle) #14

Thank you! That is indeed the error! I have a couple cylinders with a lot of blocks interjecting with eachother. Is there anyway I can merge the blocks? Or is there another way to get rid of the error? Does changing them to structure or detail do anything?

I bet this relates to the fact that half of one of my cylinders is unseeable from alot of Angles in Wolfenstein.

I will switch it to Detail, and see if it works.

EDIT: Detail did not work. I also have 2 tanks (non scripted, just scenery) lying around, would those make it not work?

On another note, the skybox works now… lol

EDIT: I backed up the file, and deleted almost everything that isnt a rectangle. It still doesn’t work. same error. The only thing I didn’t is a 3d triangle. I don’t know how to use the -debugprotals thing. Can anyone help?