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Map size; Trees


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Posted
Hello. I have a couple of questions about mapping. I'm using gtkRadiant 1.5

 

1)Whenever i rescale my skybox's size beyond a certain limit, I get a 'mirror plane/degenerate plane/bad normal' error (same as here). I have seen that other maps have very big skyboxes, therefore there must be some way to avoid that error.

 

2) I've put some trees in a map, and i can see both the trunk and the leaves in Radiant. When i test it ingame, I can't see the leaves,just the trunks.

Posted

1)Whenever i rescale my skybox's size beyond a certain limit, I get a 'mirror plane/degenerate plane/bad normal' error (same as here). I have seen that other maps have very big skyboxes, therefore there must be some way to avoid that error.

When you use large brushes, make sure you don't make them too thin.

2) I've put some trees in a map, and i can see both the trunk and the leaves in Radiant. When i test it ingame, I can't see the leaves,just the trunks.

Radiant doesn't preview things quite like they look ingame. Case in point: moving or blinking textures like Lava. So it may just be a problem with the trees. Which ones are that?
Posted

When you use large brushes, make sure you don't make them too thin.

I've tried to make thicker brushes, and that doesn't seem to be the problem. Whenever I make a big skybox with brushes of any size, i get a 'mirror plane->map leaked' error. This is a major issue, since I'm making an open space map. Which Radiant version do you use ?

 

Don't use the tree's with b at the end of the name unless you are using them as misc_model_statics.

All of the trees in the yavin directory end with b, thank you for the suggestion anyway. They work if implemented as misc_model_statics

Posted

Which Radiant version do you use ?

That's irrelevant since it's a Q3Map2 problem. Anyway, maybe the thinness is not the problem then. I just remember very flat brushes (relative to their size) causing problems, but maybe not yours.
Posted

If you want to keep them as misc_models, you could always re-write a custom shader for the leaves and apply it to the model using the _remap key.

All of the trees in the yavin directory end with b, thank you for the suggestion anyway.

No they dont.
  • 3 weeks later...
Posted
Here's the compile log.


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 (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

VFS Init: C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

 

--- BSP ---

Creating meta surfaces from brush faces

entering shaders/shaderlist.txt

entering shaders/shaderlist.txt (2)

entering shaders/bespin.shader

entering shaders/bounty.shader

entering shaders/byss.shader

Script file shaders/cairn.shader was not found

entering shaders/common.shader

entering shaders/danger.shader

entering shaders/decals.shader

entering shaders/desert.shader

entering shaders/doomgiver.shader

entering shaders/factory.shader

entering shaders/flares.shader

entering shaders/fogs.shader

Script file shaders/h_evil.shader was not found

entering shaders/hoth.shader

entering shaders/imp_mine.shader

Script file shaders/impdetention.shader was not found

entering shaders/imperial.shader

entering shaders/jnegretetest.shader

Script file shaders/kejim.shader was not found

entering shaders/korriban.shader

entering shaders/models.shader

entering shaders/mp.shader

Script file shaders/narshaddaa.shader was not found

Script file shaders/nar_streets.shader was not found

entering shaders/quicktrip.shader

Script file shaders/rail.shader was not found

entering shaders/rbettenbergtest.shader

entering shaders/rift.shader

Script file shaders/rocky_ruins.shader was not found

Script file shaders/rooftop.shader was not found

Script file shaders/sandcrawlersiege.shader was not found

entering shaders/skies.shader

Script file shaders/skyteststu.shader was not found

entering shaders/system.shader

entering shaders/taspir.shader

Script file shaders/tests.shader was not found

entering shaders/vjun.shader

Script file shaders/waterwedge.shader was not found

entering shaders/yavin.shader

     1805 shaderInfo

--- LoadMapFile ---

Entity 0, Brush 1: degenerate plane

Entity 0, Brush 1: degenerate plane

Entity 0, Brush 2: degenerate plane

Entity 0, Brush 2: degenerate plane

Entity 0, Brush 2: degenerate plane

Entity 0, Brush 3: degenerate plane

Entity 0, Brush 3: degenerate plane

Entity 0, Brush 3: degenerate plane

Entity 0, Brush 4: degenerate plane

Entity 0, Brush 5: degenerate plane

Entity 0, Brush 6: degenerate plane

Loading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/skyboxtest.map

entering C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/skyboxtest.map

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

FloatPlane: bad normal

        1 total world brushes

        0 detail brushes

        0 patches

        0 boxbevels

        0 edgebevels

       12 entities

       28 planes

        0 areaportals

Size: -14400, -3439, -3577 to -11072,   888, -2943

--- ProcessDecals ---

        0 decal projectors

--- CreateMapFogs ---

        0 fogs

############### model 0 ###############

block size = { 2048 2048 2048 }

Entity 1, Brush 0: Entity leaked

BSP bounds: { -14400.000000 -3438.600098 -3576.599854 } { -11072.000000 887.799744 -2943.499756 }

Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }

--- PatchMapDrawSurfs ---

--- FaceBSP ---

        6 faces

       39 leafs

--- MakeTreePortals ---

        0 tiny portals

        0 bad portals

--- FilterStructuralBrushesIntoTree ---

        1 structural brushes

        9 cluster references

--- FloodEntities ---

       31 flooded leafs

entity reached from outside -- no filling

--- LeakFile ---

        2 point linefile

MAP LEAKED


 

Do you get the same error while compiling huge open maps? Is there any way to fix that?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Posted

BobToolz Brush Cleanup Plugin should fix the degenerate plane errors.

 

As for the map leaked - it means light is escaping into the void, i.e there's a hole in your structural geometry somewhere (be that an actual hole or a brush made detail when it shouldn't be)

 

Google will help more.

Posted

I know about the 'map leaked' error.  Besides,I have already tried the brush cleanup plugin,and it doesn't remove anything.

 

The error occours with any brushes bigger than a certain size. Do you think that an older compiler would still recognise those brushes as faulty? 

Posted
This is the maximum size my skybox can have without being bugged:

limitp.jpg



I want to make my skybox big as much as the one in the Asteroids' map:

asteroidst.png


Whenever my skybox goes over that limit,the 'mirror plane' error occours,the brushes are marked as invalid and vanish.

thebrusheshavevanished.png


I've tried to follow Szico's suggestion,but nothing changed, the brushes still vanish due to the mirror planes:(testmap dl link)


  • 4 weeks later...

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