Jump to content

Agent Jones

Members
  • Posts

    73
  • Joined

  • Last visited

Posts posted by Agent Jones

  1. 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? 

  2. 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?

     

     

     

     

     

     

     

     

     

     

     

     

     

     

  3. 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

  4. 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.

  5. Hello. I'm making a map,and i've added some misc_TurretG2 entities.in it.


    Some of them are simple blaster turrets, others have the 'Turbo' spawnflag,which makes them turbolasers.

     

    They all have the 'CanRespawn' flags and 'Count' set to 10000.They all should respawn after 10s

     

    Now, the simple turrets respawn after 10s as it should be,but the Turbolasers never respawn. Is there any alternative way I can make them respawn ? Thank you in advance

×
×
  • Create New...