I get this error when compiling (radiant 1.3.13):
“No smoothing angles specified, aborting”
I have just a small room, white texture (has no shader), info_playerdm, team_redspawn, team_bluespawn, and 2 ai models.
When i compile with the “BSP -meta” command i don’t have the error, but do get the error when i compile with “bsp_Q3Map2: (simulate old style -light -extra) BSP -meta, -vis, -light -super 2”.
Compile log:
Saving map to F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map
Map_SaveFile: F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map
Saved in 0.01 second(s).
Setting up
Listening...
=== running BSP command ===
"H:/GtkRadiant-1.3/q3map2" -v -connect 127.0.0.1:39000 -game wolf -fs_basepath "f:/Return To Castle Wolfenstein/" -meta "F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map"
Connected.
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.10
GtkRadiant - v1.3.13 Nov 10 2003 11:45:29
My kung fu was very weak
--- InitPaths ---
VFS Init: f:/Return To Castle Wolfenstein//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
1667 shaderInfo
--- LoadMapFile ---
Loading F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map
entering F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map
WARNING: Over 90 percent structural map detected. Compile time will be adversely affected.
10 total world brushes
0 detail brushes
0 patches
0 boxbevels
0 edgebevels
7 entities
34 planes
0 areaportals
Size: -320, -192, 0 to 320, 512, 256
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -320.000000 -192.000000 0.000000 } { 320.000000 512.000000 256.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
60 faces
76 leafs
--- MakeTreePortals ---
0 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
10 structural brushes
90 cluster references
--- FloodEntities ---
8 flooded leafs
--- FillOutside ---
52 solid leafs
16 leafs filled
8 inside leafs
--- CullSides ---
40 hidden faces culled
0 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
14 faces
28 leafs
--- MakeTreePortals ---
0 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
10 structural brushes
44 cluster references
--- NumberClusters ---
8 visclusters
10 visportals
32 solidfaces
--- WritePortalFile ---
writing F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.prt
--- FloodAreas ---
1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
0 detail brushes
0 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
28 axial edge lines
8 non-axial edge lines
0 degenerate edges
0 verts added for T-junctions
64 total verts
14 naturally ordered
0 rotated orders
0 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)
14 total meta surfaces
14 stripped surfaces
0 fanned surfaces
0 patch meta surfaces
64 meta verts
36 meta triangles
--- TidyEntitySurfaces ---
14 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9...10... (0)
14 surfaces merged
90 vertexes merged
--- FilterDrawsurfsIntoTree ---
40 references
14 (14) emitted drawsurfs
14 stripped face surfaces
0 fanned face surfaces
0 surface models generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
0 SURFACE_PATCH surfaces
0 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
14 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
60 redundant indexes supressed, saving 0 Kbytes
--- FixBrushSides ---
--- EndModel ---
1 light entities stripped
38 BSP planes
--- WriteSurfaceExtraFile ---
Writing F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.srf
Writing F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.bsp
Wrote 0.0 MB (9116 bytes)
0 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
"H:/GtkRadiant-1.3/q3map2" -connect 127.0.0.1:39000 -game wolf -fs_basepath "f:/Return To Castle Wolfenstein/" -vis -saveprt "F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map"
Connected.
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.10
GtkRadiant - v1.3.13 Nov 10 2003 11:45:29
My kung fu was very weak
VFS Init: f:/Return To Castle Wolfenstein//main/
--- Vis ---
saveprt = true
Loading F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.bsp
Loading F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.prt
8 portalclusters
10 numportals
32 numfaces
20 active portals
0 hint portals
visdatasize:72
--- BasePortalVis (20) ---
0...1...2...3...4...5...6...7...8...9... (0)
2 average number of passages per leaf
0 MB required passage memory
--- CreatePassages (20) ---
0...1...2...3...4...5...6...7...8...9... (0)
--- PassagePortalFlow (20) ---
0...1...2...3...4...5...6...7...8...9... (0)
creating leaf vis...
Total visible clusters: 72
Average clusters visible: 9
Writing F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.bsp
Wrote 0.0 MB (9188 bytes)
1 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
"H:/GtkRadiant-1.3/q3map2" -v -connect 127.0.0.1:39000 -game wolf -fs_basepath "f:/Return To Castle Wolfenstein/" -light -super 2 "F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map"
Connected.
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.10
GtkRadiant - v1.3.13 Nov 10 2003 11:45:29
My kung fu was very weak
--- InitPaths ---
VFS Init: f:/Return To Castle Wolfenstein//main/
--- Light ---
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Map has shader script F:/Return To Castle Wolfenstein/Main/maps/../scripts/q3map2_screenshots_players.shader
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
1667 shaderInfo
Loading F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.bsp
Loading F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.srf
--- LoadMapFile ---
Loading F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map
entering F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.map
1 light entities
--- SetupBrushes ---
10 opaque brushes
--- SetupSurfaceLightmaps ---
14 surfaces
14 raw lightmaps
0 surfaces vertex lit
14 surfaces lightmapped
14 planar surfaces lightmapped
0 non-planar surfaces lightmapped
0 patches lightmapped
0 planar patches lightmapped
--- SetupTraceNodes ---
1195 trace windings (0.30MB)
2347 trace triangles (0.21MB)
991 trace nodes (0.06MB)
486 leaf nodes (0.03MB)
2 average windings per leaf node
16 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
396 grid points
--- CreateLights ---
1 point lights
0 spotlights
0 diffuse (area) lights
0 sun/sky lights
--- SetupEnvelopes ---
1 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
11 x 12 x 3 = 396 grid
0 grid points envelope culled
0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
27080 luxels
25224 luxels mapped
962 luxels occluded
--- SetupEnvelopes ---
1 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
0 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
64 vertexes illuminated
0 lights plane culled
0 lights envelope culled
0 lights bounds culled
0 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
6770 luxels used
32768 luxels stored (20.66 percent efficiency)
1 identical surface lightmaps, using 1804 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
2 BSP lightmaps
2 total lightmaps
2 unique lightmap/shader combinations
Writing F:/Return To Castle Wolfenstein/Main/maps/screenshots_players.bsp
Wrote 0.1 MB (110660 bytes)
1 seconds elapsed
Disconnecting
Connection closed.