posted 02-03-2002 06:35 AM
This post will incorporate any posts about errors made on this thread and will include any other useful links to discussions of error messages elsewhere on the forum as they arise.Questions currently unanswered are in bold text.
--------------------------------------------------
Q. Can someone explain me how to compile with -patchshadows on? Where and how do I execute / add this option? (BNA)
A. Assuming you don't want to go for a full out "let's go into DOS and compile the thing", then I suggest you either create a new bsp menu option, or modify the existing ones. This can be done using the project settings on the file menu. However, if i remember correctly, there is a line limit in the edit box, which truncates even the default ones, so you might have to open the project file up in notepad or something similar, and just add a new line there. If you study some of the existing ones, you are sure to understand the format. (djbob)
Additional note
I had to add the -patchshadows option manually in Q3Radiant because of that line limit, but in GTK 1.1.1 using the built in editor seems to work just fine. (pjw)
Q. I think i've seen what these two things mean before but I forget. (wviperw)
WARNING: models/mapobjects/kmlamp_white.tga has empty alpha channel
and
WARNING: brush plane with no normal
I get a lot of each message in the console of radiant when loading my map.
A. First is harmless. Just means it doesn't have an alpha channel, which it doesn't NEED to have.
The second is potentially more annoying. You have a brush with a f*cked up face which wont be shown. Vertex mannipulation of the brush is likely to make it disappear and become a phantom brush, if it isn't already one. Brush cleanup will fix these. Alternatively, it could be a patch which you have manually rotated (NOT A GOOD IDEA), which is nasty, as you probably won't be able to see it in editor, but will show up in game. I (djbob) enhanced brush cleanup to sort these too. However, I never seem to have patched the changes.
To get rid of it, look through the map using notepad. If you see any patches which have co-ordinates that have a decimal point, round them manually. (djbob)
Q. djbob: I've been using your brush cleanup tool all along (the one that came w/ the latest version of GTK) and I have still had the "brush plane w/ no normal" problem. So I am guessing it's the rotated patch mesh that is causing it. What do you mean by manually rotating it? A lot of time I use the z-axis rotate 90 degrees button. Should I not do that?
And I looked in the .map file, I am assuming a patch looks something like this:
code:
--------------------------------------------------------------------------------
// brush 23 { patchDef2 { proto2/concrete02 ( 3 3 0 0 0 ) (( ( -1344 784 128 0 0 ) ( -1376 784 128 0 0.250000 ) ( -1408 784 128 0 0.500000 ) )( ( -1344 720 128 0.500000 0 ) ( -1376 720 128 0.500000 0.250000 ) ( -1408 720 128 0.500000 0.500000 ) )( ( -1344 720 64 1 0 ) ( -1376 720 64 1 0.250000 ) ( -1408 720 64 1 0.500000 ) )) } }
--------------------------------------------------------------------------------
But which of those sets of numbers is the coordinates? (wviperw)
A. 90 degree rotation from the toolbar is fine. It's using r for manual rotate that can b*gger things up. The first three numbers inside the brackets in each case are the co-ords, so for this patch, everything is fine. (djbob)
Useful link
This is from another thread, and it's not a q3map error per se, but a bug related to fog when it crosses the origin xy planes: http://www.quake3world.com/ubb/Forum6/HTML/018693.html
Thought it might be helpful for people who make maps with large fog volumes. (ydnar)
Q. I've looked through the errors on the qeradiant page, but has anyone ever gotten this error while doing the -vis? :
MAX_VISIBILITY_EXCEEDED
I'm working on a, well... huge map and I'm noticing this problem more and more. Right now I'm only able to do the minimal BSP and test out the map, but I'd like to do lighting and everything else when I'm ready to present the finished project. Does anybody have any advice besides downsizing the map? (quakefraggin)
A. Yup... you've basically made your map to big! You've used up your allotted VIS data (it's around 2mb I think [2,040,000 as you see it reported in GTK bsp monitoring] someone will correct me on this though.) (Kat)
Additional note (1)
Or use detail better so that the BSP is less complicated, and so requires less vis data. (djbob)
Additional note (2)
Actually, it has nothing to do with the size of your map, but rather the structural complexity. Rather than cut down your map, you may want to consider rebuilding it taking vis into account.
Every structural brush face in a map has an associated plane. The higher the number of unique structural planes, the larger your vis data will be.
To clear up a common misconception, larger vis data does not mean vis is working harder or more effectively.
A gross oversimplification: The vis data is simply a collection of lists that answer "is this area visible from here?" Every location in a sealed, fully vis'ed map has such a list. The more unique "locations" in a map, the more memory the vis data will consume.
Those locations are BSP leaves. As the goal of the Quake 3 BSP compiler is to create a BSP with convex leaves (i.e., no interprojecting volumes), then the hairier the makeup of your structural brushes, the more leaves in the final BSP.
Certain individuals (myself included, on the rare occasion I'm mapping) subscribe to the notion of building for vis. That's simplifying it a bit, as there are other things to take into account, but the basic method is this:
Build the structural hull of the map entirely with caulk. Caulk is solid, opaque to vis, invisible to the eye, and unless changed in Radiant, structural.
Build what the player sees out of caulk detail brushes and patches, then texture the visible faces.
Share planes wherever possible. Terrain, or any other "meshy" mass of brushes, for instance, should share a single plane on the backside. Cutting down on the number of unique planes is a Good Thing.
If you're feeling up to it, read SPoG's Quake 3 BSP doc for a more in-depth explaination. (ydnar)
Q. OK, this one is on me folks :
************ ERROR ************
MAX_BUILD_SIDES
and/or depends on the bsp I choose:
************ ERROR ************
Error opening C:/PROGRA~1/QUAKEI~1/baseq3/maps/1.bsp: No such file or directory
Any one got a clue an how to fix it? (X_Xed)
A.
Q. WARNING: light grid mismatch
This is the error I get when I go to test my latest creation, and the map is blindingly bright. I have to put the gamma on minimum to see my way around. Not good, not good at all. Can any one advise me? (The_Phuzz)
A.[/B]
Q. After doing a compile last night I tried to run the new map and half my textures were missing. In the console I was getting this message repeating.
Warning RE_Add Poly To Scene: Null Shader
Anyone know what I need to do to fix this. I didn't do a whole lot of changes between the last to compiles. Mostly added some clip textures to a few spots and made a few small new areas. (Pennywise)
A.
Q. When I load up GTKRadiant, I try to maximize it, and then the textures go yellow, and sometimes the screen goes black, and I have to restart the pc. Someone said it was a problem with my video card. Is there anything else i can use? It was working fine for about 5 days after install, then this happens.
I'm using ATI XPERT 98D AGP 2X. (Amal_The_Great)
A.
Q. 1. After compiling & pak'ing, I'll go to select the map ingame, but get booted to desktop with a console error:
"----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Requested feature was omitted at compile time"
I'm not sure what request they mean, as i did a full vis & light extra.
2. Also, the q3map.exe always has to close during the -vis due to an error. Then it goes on with the -light. This happened with a previous map I made, and I had no problems with it from its pk3.
3. Whats the significance of the .prt file to the .bsp? Does this need to be done before vis/light? (Is it included?) As i've noticed, it's not there after doing the vis/light.
I'm using gtkRadiant 1.1 with xp. (psion)
A.
1. This problem occurs if you're using a jpg saved with progressive encoding as your levelshot. Use standard encoding instead. (Anwulf)
2. Found the nightly build (of gtk) is doing the trick. Wasn't aware it was a vis crash bug. (psion)
3. The .prt file contains the portal information which you'd use in conjunction with the portal viewer plugin. Unless you add a compile option to your projects file with the -saveprt switch, the .prt file is automatically deleted. (Anwulf)
Q. I've placed some lights with targets (I don't know exactly if it causes the problem or not). Then when I complied I got this error.
.......
stylenum == MAX_SWITCHED_LIGHTS
......
What does this mean? (3tehakanyuksel)A. This occurs with targeted lights. It's a Quake/Quake 2 vestige where targetnames were indexed for lightstyles. Since Quake 3 has no lightstyles (no flickering lights), you can't target light entities. (ydnar)
Q. "Line 178 is incomplete"
A. I got that single error this morning when I tried to BSP and banged my head against the monitor for about an hour before I finally figured it out - so I thought I'd post something about it. I checked the .map file in a text editor, tried recreating brushes, etc, etc...
It was one of the shader files. I used, line 178: "surfaceparm" with no parameter. You'd never guess it from the error message. ([AF]haste)
Q. Okay, I've tried posting this for the third time now. I have a weird error. It started when I did something simple - retexturing two faces to caulk. Well, after I finished retexturing the second face, Radiant crashed (I have GTK 1.1.1, and I don't remember the error message. I get them all the time ). Well, I thought, "Oh well, no big deal. All I did was chage two textures, I'll just reload and redo it." Then I go to reload, and I get an error message about an UnmatchedToken "({)" (or something) and Radiant crashes again. I'm started to get frustrated now, so I load it up a second time, same error, but about a different line. Now I'm pretty mad. I open up the map file in a text editor and find weird characters (éµÄ`æ¶, stuff like that), so, being that I had this stuff before, I deleted the brushes. (Pathogen)
(Unnecessary extra info was edited out.)
A. An unmatched token message means that there's a "{" that lacks a matching "}" (or vice versa). The most frequent cause seems to be something going wrong at the very start of the .map file where the worldspawn info is. Open that .map file in a text editor, find an uncorrupted .map file, and copy over the missing info. You might also be able to use the map's .bak file to the same end provided there's nothing wrong with it. (Anwulf)
Q. --------------------------------------------------------------------------------
originally posted by djbob here
quote:
--------------------------------------------------------------------------------
Originally posted by The Oudated and frequently wrong error page:
ERROR: MAX_MAP_BRUSHSIDES
You have a brush that is too complex.
--------------------------------------------------------------------------------
A. You have too many brush sides (total), in your map. As simple as that. Possible solution, slice up brushes which have sides not visible to use fewer sides. (Kat)