SmoothMetaTriangles


(GRouZER) #1

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.


(ydnar) #2

Don’t worry about it. It’s not an error, it just means there are no smoothing angles so it won’t bother computing any.

y