Agent Jones Posted May 24, 2013 Posted May 24, 2013 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.
mrwonko Posted May 24, 2013 Posted May 24, 2013 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?
Agent Jones Posted May 25, 2013 Author Posted May 25, 2013 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
mrwonko Posted May 25, 2013 Posted May 25, 2013 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.
Szico VII Posted May 25, 2013 Posted May 25, 2013 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.
Agent Jones Posted June 10, 2013 Author Posted June 10, 2013 Here's the compile log.Q3Map - v1.0r © 1999 Id Software Inc.Q3Map (ydnar) - v2.5.17GtkRadiant - v1.5.0 Apr 26 2007 19:01:46Last 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 facesentering shaders/shaderlist.txtentering shaders/shaderlist.txt (2)entering shaders/bespin.shaderentering shaders/bounty.shaderentering shaders/byss.shaderScript file shaders/cairn.shader was not foundentering shaders/common.shaderentering shaders/danger.shaderentering shaders/decals.shaderentering shaders/desert.shaderentering shaders/doomgiver.shaderentering shaders/factory.shaderentering shaders/flares.shaderentering shaders/fogs.shaderScript file shaders/h_evil.shader was not foundentering shaders/hoth.shaderentering shaders/imp_mine.shaderScript file shaders/impdetention.shader was not foundentering shaders/imperial.shaderentering shaders/jnegretetest.shaderScript file shaders/kejim.shader was not foundentering shaders/korriban.shaderentering shaders/models.shaderentering shaders/mp.shaderScript file shaders/narshaddaa.shader was not foundScript file shaders/nar_streets.shader was not foundentering shaders/quicktrip.shaderScript file shaders/rail.shader was not foundentering shaders/rbettenbergtest.shaderentering shaders/rift.shaderScript file shaders/rocky_ruins.shader was not foundScript file shaders/rooftop.shader was not foundScript file shaders/sandcrawlersiege.shader was not foundentering shaders/skies.shaderScript file shaders/skyteststu.shader was not foundentering shaders/system.shaderentering shaders/taspir.shaderScript file shaders/tests.shader was not foundentering shaders/vjun.shaderScript file shaders/waterwedge.shader was not foundentering shaders/yavin.shader 1805 shaderInfo--- LoadMapFile ---Entity 0, Brush 1: degenerate planeEntity 0, Brush 1: degenerate planeEntity 0, Brush 2: degenerate planeEntity 0, Brush 2: degenerate planeEntity 0, Brush 2: degenerate planeEntity 0, Brush 3: degenerate planeEntity 0, Brush 3: degenerate planeEntity 0, Brush 3: degenerate planeEntity 0, Brush 4: degenerate planeEntity 0, Brush 5: degenerate planeEntity 0, Brush 6: degenerate planeLoading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/skyboxtest.mapentering C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/skyboxtest.mapFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normal 1 total world brushes 0 detail brushes 0 patches 0 boxbevels 0 edgebevels 12 entities 28 planes 0 areaportalsSize: -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 leakedBSP 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 leafsentity reached from outside -- no filling--- LeakFile --- 2 point linefileMAP LEAKED Do you get the same error while compiling huge open maps? Is there any way to fix that?
Szico VII Posted June 11, 2013 Posted June 11, 2013 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.
Agent Jones Posted June 11, 2013 Author Posted June 11, 2013 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?
Szico VII Posted June 12, 2013 Posted June 12, 2013 If you're totally sure its brushes that are too large...Jut split them up surely? Never hit a max brush size limit before mind...
Agent Jones Posted June 13, 2013 Author Posted June 13, 2013 This is the maximum size my skybox can have without being bugged:I want to make my skybox big as much as the one in the Asteroids' map:Whenever my skybox goes over that limit,the 'mirror plane' error occours,the brushes are marked as invalid and vanish.I've tried to follow Szico's suggestion,but nothing changed, the brushes still vanish due to the mirror planes:(testmap dl link)http://www.2shared.com/file/Ves12T8C/skyboxtest.html
Solution Agent Jones Posted July 8, 2013 Author Solution Posted July 8, 2013 Fixed using Radiant 1.3.12 (the old versions of q3map2 are able to handle wide open maps)
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