Aldro Koon Posted January 10, 2016 Share Posted January 10, 2016 We are 3 people working on pushing this map out. Its a clan jedi temple map.The map is complete. But we suffer from compile problems due to one persistant transparent/void/glitchy f***** wall. When doing the final compile of the map using GTK 1.5s Q3Map2 (the one that doesnt have >2GB Ram):I am presented with either a malloc error which obviously is due to the ram. I am able to bypass this by using the parameter of -lomem. Regardless, the map comes out in fullbright! It looks hideous for a final compile and it doesnt even take long to do. I am fairly certain my compile parameters are fine as well as I am using the built in one but just adding -lomem to the light stage. Now why am I not using Ydnars >2GB Q3Map2? I would love to and here lies the problem. There is a single f****** wall that in radiant appears fine and when compiled with 1.5, appears fine. But when using Ydnars compiler, this area is transparent and instead shows us the skybox and causes void issues. It really is a minor area too so I cannot understand how myself and our other 2 mappers fail to fix this no matter what we do. One of the first things we did was recreating it. I just attempted it myself and the issue persists. I tried with edge tool, I tried with the clipper. I even rather keeping it solid as a square. All from scratch. Theres some black magic at work here... Ive only gotten four hours of sleep because I have been bashing this wall into pieces and it just will not give in. It consists of 2 brushes. Link to comment
Langerd Posted January 10, 2016 Share Posted January 10, 2016 We are 3 people working on pushing this map out. Its a clan jedi temple map.The map is complete. But we suffer from compile problems due to one persistant transparent/void/glitchy f***** wall. When doing the final compile of the map using GTK 1.5s Q3Map2 (the one that doesnt have >2GB Ram): I am presented with either a malloc error which obviously is due to the ram. I am able to bypass this by using the parameter of -lomem. Regardless, the map comes out in fullbright! It looks hideous for a final compile and it doesnt even take long to do. I am fairly certain my compile parameters are fine as well as I am using the built in one but just adding -lomem to the light stage. Now why am I not using Ydnars >2GB Q3Map2? I would love to and here lies the problem. There is a single f****** wall that in radiant appears fine and when compiled with 1.5, appears fine. But when using Ydnars compiler, this area is transparent and instead shows us the skybox and causes void issues. It really is a minor area too so I cannot understand how myself and our other 2 mappers fail to fix this no matter what we do. One of the first things we did was recreating it. I just attempted it myself and the issue persists. I tried with edge tool, I tried with the clipper. I even rather keeping it solid as a square. All from scratch. Theres some black magic at work here... Ive only gotten four hours of sleep because I have been bashing this wall into pieces and it just will not give in. It consists of 2 brushes. <script pagespeed_no_defer="">//=d.offsetWidth&&0>=d.offsetHeight)a=!1;else{c=d.getBoundingClientRect();var f=document.body;a=c.top+("pageYOffset"in window?window.pageYOffset:(document.documentElement||f.parentNode||f).scrollTop);c=c.left+("pageXOffset"in window?window.pageXOffset:(document.documentElement||f.parentNode||f).scrollLeft);f=a.toString()+","+c;b.b.hasOwnProperty(f)?a=!1:(b.b[f]=!0,a=a<=b.e.height&&c<=b.e.width)}a&&(b.a.push(e),b.d[e]=!0)};p.prototype.checkImageForCriticality=function(b){b.getBoundingClientRect&&q(this,b)};h("pagespeed.CriticalImages.checkImageForCriticality",function(b){n.checkImageForCriticality(b)});h("pagespeed.CriticalImages.checkCriticalImages",function(){r(n)});var r=function(b){b.b={};for(var d=["IMG","INPUT"],a=[],c=0;c=a.length+e.length&&(a+=e)}b.g&&(e="&rd="+encodeURIComponent(JSON.stringify(s())),131072>=a.length+e.length&&(a+=e),d=!0);t=a;if(d){c=b.f;b=b.h;var f;if(window.XMLHttpRequest)f=new XMLHttpRequest;else if(window.ActiveXObject)try{f=new ActiveXObject("Msxml2.XMLHTTP")}catch(k){try{f=new ActiveXObject("Microsoft.XMLHTTP")}catch(u){}}f&&(f.open("POST",c+(-1==c.indexOf("?")?"?":"&")+"url="+encodeURIComponent(b)),f.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),f.send(a))}}},s=function(){var b={},d=document.getElementsByTagName("IMG");if(0==d.length)return{};var a=d[0];if(!("naturalWidth"in a&&"naturalHeight"in a))return{};for(var c=0;a=d[c];++c){var e=a.getAttribute("pagespeed_url_hash");e&&(!(e in b)&&0=b[e].k&&a.height>=b[e].j)&&(b[e]={rw:a.width,rh:a.height,ow:a.naturalWidth,oh:a.naturalHeight})}return b},t="";h("pagespeed.CriticalImages.getBeaconData",function(){return t});h("pagespeed.CriticalImages.Run",function(b,d,a,c,e,f){var k=new p(b,d,a,e,f);n=k;c&&m(function(){window.setTimeout(function(){r(k)},0)})});})();pagespeed.CriticalImages.Run('/mod_pagespeed_beacon','http://jkhub.org/index.php?s=2f5dbdb3e12980c4bf35d1065069e9f3&app=forums&module=ajax§ion=topics&do=quote&t=6861&p=99267&md5check=ecba2a4d3033837a868480b442547b35&isRte=1,WBVWiKOfFl,true,false,D5DVc0Qv1OM'); //]]></script>&&0that fucking malloc error ... Hmm maybe use diffrent texture or place a patch on it with the same shape?or maybe the shader of the texture (If it has one) is messed up :/ Link to comment
Aldro Koon Posted January 10, 2016 Author Share Posted January 10, 2016 that fucking malloc error ... Hmm maybe use diffrent texture or place a patch on it with the same shape?or maybe the shader of the texture (If it has one) is messed up :/Well the thing is that there is an exact replica of the same brush on the right side and that one works fine :S Link to comment
Aldro Koon Posted January 10, 2016 Author Share Posted January 10, 2016 Was told by Mil to possibly ask Circa :< Link to comment
Circa Posted January 10, 2016 Share Posted January 10, 2016 Hm. I've never run into this issue before. So I can't be much help. But I can point some people here that may be able to. @@Ramikad @@MaceMadunusus @@DT85 Wow, this made my suspicions of the scarcity of mappers kinda true. Can't think of many other mappers that are active around here. @@Acrobat? @@Darth Martyr? Aldro Koon likes this Link to comment
Aldro Koon Posted January 10, 2016 Author Share Posted January 10, 2016 Hm. I've never run into this issue before. So I can't be much help. But I can point some people here that may be able to. @@Ramikad @@MaceMadunusus @@DT85 Wow, this made my suspicions of the scarcity of mappers kinda true. Can't think of many other mappers that are active around here. @@Acrobat? @@Darth Martyr?Thanks I appreciate the help Link to comment
Ramikad Posted January 10, 2016 Share Posted January 10, 2016 I'm not really sure what's going on there. I've incurred into similar bugs (brushes going trasparent, if not completely absent or passable) mostly when I rotated them to strange angles. I noticed that most of the times making them detail brushes helps. And -lomem shouldn't return a fullbright map. It really is strange. About those brushes, the only solution that comes to my mind is to turn them into a model (you can easily do it with Yzmo's .map to .ase converter: http://jkhub.org/files/file/950-map-to-ase-converter-utility/ - just be careful with texture stretch, the converter seems to be very playful about it) and clip them with caulk or any solid invisible shader. Otherwise you could try and make them with patches. Link to comment
eezstreet Posted January 10, 2016 Share Posted January 10, 2016 If you're able to compile it using the 1.5 compiler and it appears fine ingame, why don't you just use that? Tempust85 likes this Link to comment
Aldro Koon Posted January 10, 2016 Author Share Posted January 10, 2016 If you're able to compile it using the 1.5 compiler and it appears fine ingame, why don't you just use that?Because it doesnt come out fine. Its as if the map is fullbright/lacks proper lighting. I managed to just make the width of the brushes bigger and that basically hides the transparency, but i dont think that necessarily solves it, if that makes sense. Im running a final compile now on ydnars >2gb ram q3map2 and its been 5 hours with half the time being stuck on: "-- IlluminateRawLightmap --0... The Q3MapGUI says its Compiling Light and my ram usage is at 3.5 gb along with 100% CPU usage so clearly something is running... Right? Or should I consider terminating it... Link to comment
eezstreet Posted January 10, 2016 Share Posted January 10, 2016 What compile line are you using?As for the brush being transparent, try running the "Brush Cleanup" command and see what that picks up. Link to comment
Acrobat Posted January 10, 2016 Share Posted January 10, 2016 Ya it sounds impossible to figure out just without having the map and messing with it. However, if you're using a lomem compile, your map is either super large with no other options or it's poorly optimized. I would put the following in your world spawn and get rid of lomem. One more thing, I never know if the commands need an underscore or not so I usually enter them all twice since if you don't enter it correctly it does nothing but it doesn't negatively affect anything. See if you can get the compile down to a time more reasonable. Also I wouldn't be using bounce or anything like that. Worldspawn Informationlightmapscale 8blocksize 0chopsize 0_blocksize 0_chopsize 0_lightmapscale 8 Link to comment
Aldro Koon Posted January 10, 2016 Author Share Posted January 10, 2016 What compile line are you using?As for the brush being transparent, try running the "Brush Cleanup" command and see what that picks up.Well its on light now, using:-light -patchshadows -v -samples 2 -bounce 8 Still stuck on the same area as my last post... Link to comment
eezstreet Posted January 10, 2016 Share Posted January 10, 2016 Try it without -bounce 8. That flag can raise the compile time exponentially. Tempust85 likes this Link to comment
Tempust85 Posted January 10, 2016 Share Posted January 10, 2016 I only use GTKRadiant 1.5. It's either 1.6 or some other compiler that does this or other strange things, 1.5 has always been stable for me. Link to comment
Illudia Fox Posted January 11, 2016 Share Posted January 11, 2016 No brushes are overlapping, right? Are they able to be passed through? Link to comment
Asgarath83 Posted January 12, 2016 Share Posted January 12, 2016 @@Aldro Koon ah, this damned problem. >.< it's really an headache, to me happen ever billion of times.i see that is possible to fix it simply converting the transparent detail brushes into structural brushes.fo build,. i use a custom build for my maps, without the bounce8 and gtk radiant 1.5.0. Link to comment
Aldro Koon Posted January 12, 2016 Author Share Posted January 12, 2016 Did a build with samples 3, bounce 8, light fast and patchshadows, went wonderful. Ive uploadd the map to JKHub, just waiting for approval Will be titled {JoF}Temple so check it out! Thanks for the help everyone. Langerd likes this Link to comment
Langerd Posted January 12, 2016 Share Posted January 12, 2016 Did a build with samples 3, bounce 8, light fast and patchshadows, went wonderful. Ive uploadd the map to JKHub, just waiting for approval Will be titled {JoF}Temple so check it out! Thanks for the help everyone.Glad to hear that Cant upload the map because there is a glitch like that is annoying as hell ... Aldro Koon likes this Link to comment
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