Any ideas?
Map won't compile lights
tried to compile it with netradiant… seemed to hang at same spot…
So I investigated the map a bit, I found some brushfaces which had no texture… I suppose that is the problem, but don’t know. I applied caulk to them with find/replace, and tried to compile again – worked.
[QUOTE=ailmanki;225592]tried to compile it with netradiant… seemed to hang at same spot…
So I investigated the map a bit, I found some brushfaces which had no texture… I suppose that is the problem, but don’t know. I applied caulk to them with find/replace, and tried to compile again – worked.[/QUOTE]
Really? Do you mind telling me where these brushfaces with no texture are? Or how you found them?
I found em with a little bit of chance…
if your mapeditor does not have some search/replace function for textures… then open the map with a texteditor… but not wordpad or ms office… a plain text editor - else it will screw it up probably.
And well replace all ‘NULL’ by ‘common/caulk’ … but not those which are inside the entity definitions… maybe works.
Maybe that NULL is no problem…
edit: Maybe replace them by some shader which is well visible… so you can find em in editor - dunno… else they are all caulked and you will not be able to ‘find’ them.
Alright, I replaced all the null textures in .map file using notepad, but the compile (-light -faster) is still taking a long time. How long did it take for it to compile when it worked for you?
Not very long - did not check - about 10mins, I got a i7 920 seems quite fast… but you might want to try the compiler I used… e.g netradiant.
Hmm, when I try to compile, it’s taking much longer than 10 minutes still. And I downloaded netradiant, but it does not seem to be compatible with Enemy Territory, so I can’t use it 
I also use NetRadiant
http://www.splashdamage.com/forums/showpost.php?p=204521&postcount=16
edit:
Valkyr changed his site, the pack is now located under
http://l0x.in/PHP/select.php?page=enemy-territory/map-development-resources.xml
The first Link (23 MB)
[QUOTE=stealth6;225783]I also use NetRadiant
http://www.splashdamage.com/forums/showpost.php?p=204521&postcount=16
edit:
Valkyr changed his site, the pack is now located under
http://l0x.in/PHP/select.php?page=enemy-territory/map-development-resources.xml
The first Link (23 MB)[/QUOTE]
Even this link makes the downlaod the page…
here is the 7z
Okay, i compiled it overnight and all day, and after 16.76 hours, it finally compiled. But if you did it in 10 minutes, what has gone horribly wrong? I’ll download netradiant and try that out, but I feel like I still have some big issues here. Here’s the console from that most recent 16.76 hour compile:
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 "E:/GtkRadiant/Wolfenstein - Enemy Territory/" -fs_game etmain -light -faster -external -lightmapsize 256 "E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map"
Connected.
1 threads
Q3Map - v1.0r (c) 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: E:/GtkRadiant/Wolfenstein - Enemy Territory//etmain/
VFS Init: E:/GtkRadiant/Wolfenstein - Enemy Territory//etmain/
--- Light ---
Faster mode enabled
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Map has shader script E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/../scripts/q3map2_airstrip.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
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
2026 shaderInfo
Loading E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.bsp
Loading E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.srf
--- LoadMapFile ---
Loading E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
entering E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
156 light entities
--- SetupBrushes ---
5330 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupSurfaceLightmaps ---
18912 surfaces
14684 raw lightmaps
2229 surfaces vertex lit
16683 surfaces lightmapped
15887 planar surfaces lightmapped
123 non-planar surfaces lightmapped
673 patches lightmapped
279 planar patches lightmapped
--- SetupTraceNodes ---
1043192 trace windings (262.64MB)
1943405 trace triangles (163.10MB)
440208 trace nodes (26.87MB)
220105 leaf nodes (13.43MB)
4 average windings per leaf node
32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
706707 grid points
--- CreateLights ---
Sun: textures/skies/sd_wurzburgsky
1101 point lights
4 spotlights
10478 diffuse (area) lights
11 sun/sky lights
--- SetupEnvelopes (fast) ---
11546 total lights
48 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1579)
153 x 149 x 31 = 706707 grid
-453488400 grid points envelope culled
0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (24)
2088735 luxels
1276660 luxels mapped
70877 luxels occluded
--- SetupEnvelopes (fast) ---
11546 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (58156)
2088735 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (437)
192682 vertexes illuminated
270031 lights plane culled
194655906 lights envelope culled
0 lights bounds culled
0 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0000.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0001.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0002.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0003.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0004.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0005.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0006.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0007.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0008.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0009.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0010.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0011.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0012.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0013.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0014.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0015.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0016.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0017.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0018.tga
writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip/lm_0019.tga
projecting...done.
1437793 luxels used
0 luxels stored (0.00 percent efficiency)
6933 solid surface lightmaps
8533 identical surface lightmaps, using 115816 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
20 BSP lightmaps
20 total lightmaps
447 unique lightmap/shader combinations
Writing E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.bsp
Wrote 17.4 MB (18295064 bytes)
60346 seconds elapsed
Disconnecting
Connection closed.
I’m stumped. It shouldn’t take 60346 seconds…
I suppose reason is that I have missing shaders and missing models. So no trees to render light from…
Its a while ago that I did map. 
Alright, now this is weird. Even when I delete all types of lights and coronas in my map, and cover almost the entire map in a giant caulked brush, the map still takes hours to compile lights. Even though there are no “lights” to compile, and not even 1/20 of the map is being considered by the compiler because of the caulked brush. What is going on?
Alright, I believe I’ve gotten my light problem fixed. But now I’m getting this error:
“Hunk_Alloc failed on 6200800”
I just got it after adding some new lights in and running a light compile to test. I’ve never gotten this error before. I read up what I could find on it, and it seems it’s some kind of a problem with my map being too large? But the people with this error had somewhere around 14000-15000 brushes, while I only have 8400. Can someone help me out here?
[QUOTE=Locke;226510]Alright, I believe I’ve gotten my light problem fixed. But now I’m getting this error:
“Hunk_Alloc failed on 6200800”
I just got it after adding some new lights in and running a light compile to test. I’ve never gotten this error before. I read up what I could find on it, and it seems it’s some kind of a problem with my map being too large? But the people with this error had somewhere around 14000-15000 brushes, while I only have 8400. Can someone help me out here?[/QUOTE]
Add -lomem in the light process can work… But will take 10X more time to compile your map :\
If you just wanna try some test, you can select all the 3dmodel (misc_model) in your map, then file/save selected to create a backup then delete it before you compile your map.
When you ready for a final compile , you clic file/import (your backup model) and compile.
GL
Your map exceeds the default hunkmegs setting (56 megs), which is very low anyway. Try to tweak pk3 and bsp size. To be able to test you can do /com_hunkmegs 128
To see the amount of hunk megs you’ve used you can do /com_hunkused
Some mappers don’t care if their map exceeds the default a bit, since most of the players have the setting higher. But still if you can get it below in the end, it’s better because more players can play it.
Alright, thanks, I will try all of that. But what exactly is a hunkmeg? Like, what makes the hunkmegs go up? If I knew, maybe I could just cut down on those things and fix this problem
{SSF}Sage was right…
Forgot what i said.
I was wrong. I thought that was an error while compiling your map. But if I remember correctly, this error appears when you launch the game.
There’s a lot of topics about that. But with a few words: everything you add increases the hunk usage. The bigger your bsp and pk3 is, the bigger the hunk usage is.
The easiest way to save some is by lowering custom texture and sound quality/amount. And if you have something you don’t need in your map, you can remove it to save some bytes (and improve FPS too). Lights eat some hunk megs too.
Alright, so when I do /com_hunkused I get
“com_hunkused” is: “51078432” default: “0”
How does that translate into around 56 megs?
It It is below but it might be good to have it a little less. But it’s been so long time I have messed with it, so check the standard maps and compare. Have it under fueldump if you can. Atleast then it’s sure you will have no problems with it.