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Author Topic: BSP: Problem with compiling  (Read 2299 times)
Chef-Killer
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« on: Feb 03, 2007, 06:00 AM »

My problem is, that the compiles doesn't work. I tried different compiles, but always i become a black map (just one room is with light). There is no error and no warning or something else. I had have an "max_patches" error, but i have fixed it. I hope, that the map isn't to big, the .bsp is 2,97 mb after qbsp.bat. What could i do, that the final compile works?

Here a screenshot:
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Zorchenhimer
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« Reply #1 on: Feb 03, 2007, 09:58 PM »

Are you putting any lights in the rest of the map? Keep in mind that you have to click "apply brush/face" or click "make entity". The one you use will determine how you make your lights. The first is if you already have a preexisting brush with textures that you want to give off light. The second is if you want to make a light entity which does not show up as a brush and has some added features.

Also, does this map compile alright if you use "qbsp.bat"?
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SkateR
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« Reply #2 on: Feb 03, 2007, 10:10 PM »

try qbsp fastvid rad.bat is it on pbsky3?
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Chef-Killer
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« Reply #3 on: Feb 04, 2007, 07:10 AM »

I have done the light with "apply brush/face". I have also clicked the button.

Also, does this map compile alright if you use "qbsp.bat"?
Yes, with "qbsp.bat" the compile works alright, but the map is laggy and without light. Here is the map after "qbsp.bat".

try qbsp fastvid rad.bat is it on pbsky3?
I have already tried it, same like the screenshot.
The sky is "unit1_".
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Chef-Killer
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« Reply #4 on: Feb 05, 2007, 11:48 AM »

I tried the "qbsp fastvid rad.bat" again, now there is an error. It says "Vismap expansion overflow". What could this error mean?

Also i wondered, that there are just 2 lines on "Light World", i think normaly there are 3 lines. Where is the 3. line?

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lords8n
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Posts: 147


« Reply #5 on: Feb 05, 2007, 12:29 PM »

WOAH
Dude you have 25850 numportals.
The limit is around 6500 or so.

Post some screen shots of this thing, or send me the .MAP file. I wanna see what 25000+ numportals look like!
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Eiii
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« Reply #6 on: Feb 05, 2007, 02:24 PM »

I agree. I'd like to at least see the BSP, but you should sent a more experienced mapper (s8n, jits, whoever) the .map file. Either this map is really huge and detailed, or you're using terrible mapping practices.
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jitspoe
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« Reply #7 on: Feb 05, 2007, 05:18 PM »

Yeah, if your map doesn't vis, it won't light correctly.  Looks like you need to set the detail flag on a lot of stuff.  Thinks like barrels, torches, bars, and any other details that don't block visibility can be set to detail to reduce your numportals.  Simply select them and press the "+Det" button.  You can also select by texture to make the process even quicker (just make sure you don't have the textures you're selecting on walls or other things that are necessary to block visibility).
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Chef-Killer
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« Reply #8 on: Feb 06, 2007, 08:10 AM »

Thx for the informations.

Here is the .map file. It would be nice, if some have a look at the map.
http://otbclan.ot.funpic.de/otb/Maps/Anubis/anubis_b4.map

The thing with "detail" is new for me, i will also try do reduce the numportals with it.
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lords8n
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« Reply #9 on: Feb 06, 2007, 05:08 PM »

Awesome man, just awesome!
Very nice map.

detail away brutha...you need to put the detail flag on A LOT of stuff in that map.
Also, your water thingies, and you barrels, all appear to be 12 sided. You can cut all those down to 8 sided and not lose any detail.

One thing I came across...
In the middle area you have these brushes that jut out from all the the walls. These brushes angle back towards the wall at the top portion. Well on a few of them you have little ledges that you can get on, I guess. The creation of those ledges are done with poor brush work. You have multiple surfaces that are going to be fighting to have their textures drawn. Even though they both contain the same texture, it's still not wise to do. Have a look. If you are unsure what I'm talking about just post so and I will get a screen shot or something.

Jitspoe, my home BSP is still doing that blue screen thing, btw. It's just not as bad as it was.
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jitspoe
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« Reply #10 on: Feb 06, 2007, 06:05 PM »

You using .95e at home?
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lords8n
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« Reply #11 on: Feb 06, 2007, 06:21 PM »

I use the one sort posted here for the fix.
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jitspoe
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« Reply #12 on: Feb 06, 2007, 06:59 PM »

Then grab the newest bsp pack with .95e.
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SmackWaters
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« Reply #13 on: Feb 08, 2007, 03:58 PM »

lol hey chef, i thought you quit. I still got the beta 3 for that map, wouldn't compile on my comp either..
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Chef-Killer
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« Reply #14 on: Feb 09, 2007, 07:34 AM »

Oh man, just problems, but sometime the map will be finished. I hope this error will be the last one.

In the next days, i will do all "detail"s, then i will try to understand the last part of S8N's post. I think someone have to translate me Grin
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lords8n
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« Reply #15 on: Feb 09, 2007, 08:21 AM »


The first screen shot shows what I talked about earlier, and points out a huge source to save polygons.
The shaded red area marks the area where the two brushes (one outlined yellow, the other outlined green) will be fighting to have their texture be the dominant one. Bad stuff, but easily fixable.

The arrow pointing at the torch is pointing at the points where the base of the torch contact the wall. I have look, and I know, the torch penetrates through the wall, BUT, if you were to recreate the bottom of that torch so that it was one unit off the wall it wouldn't penetrate (essentially chopping the wall all to hell at that point with an 8 sided brush) the wall and save BIG time on polygons. Especially considering how many of them you have in this map.


This is bad. That entire fountain thing assembly is SIXTEEN sided! Dropping it down to EIGHT would save a ton of polygons and not destroy the look you are after. If you really want to save polygons don't have anything in your map over eight sided EVER (well I guess not EVER, but almost EVER).

OH...and dropping the water level just a little below the rim of the fountain would probably look a lot better.
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jitspoe
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« Reply #16 on: Feb 09, 2007, 07:33 PM »

Looking at that last screenshot, if you were to create a cylinder instead of using CSG subtraction (You should never use this anyway!), it would make the wall around the water much cleaner and use fewer polygons.

While s8n's suggestion to move something 1 unit away from the wall sometimes helps, that isn't always the case.  Due to the nature of BSP trees, sometimes it splits the wall up anyway, plus you have the added polygons to fill in the gap and it can cause really funky shadows, too.  I usually avoid doing this unless it's completely necessary.
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Chef-Killer
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« Reply #17 on: Feb 16, 2007, 07:42 AM »

Thanks a lot, the compile works now Smiley

The arrow pointing at the torch is pointing at the points where the base of the torch contact the wall. I have look, and I know, the torch penetrates through the wall, BUT, if you were to recreate the bottom of that torch so that it was one unit off the wall it wouldn't penetrate (essentially chopping the wall all to hell at that point with an 8 sided brush) the wall and save BIG time on polygons. Especially considering how many of them you have in this map.
Do u mean, that i have to edit ALL torches?
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Clipz
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« Reply #18 on: Feb 16, 2007, 08:46 AM »

Yo i just opened in and compiled it without lights nice map dude!
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