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Old 11-07-2003, 04:06 AM   #1
veheikko
 
Join Date: Jun 2003
Location: Finland
Posts: 12
Question compile errors....

radiant show this allways when i try to compile my map:
=== running BSP command ===
"I:/Program Files/GtkRadiant-1.3/q3map2" -v -connect 127.0.0.1:39000 -game ja -fs_basepath "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -meta "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map"
Connected.
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.9
GtkRadiant - v1.3.12 Oct 11 2003 22:04:56
Quakerade
--- InitPaths ---
VFS Init: I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

--- BSP ---
Creating meta surfaces from brush faces
entering shaders/shaderlist.txt
entering shaders/arioche.shader
entering shaders/bespin.shader
Script file shaders/bonus.shader was not found
entering shaders/bounty.shader
entering shaders/byss.shader
entering shaders/cinematics.shader
entering shaders/common.shader
entering shaders/danger.shader
entering shaders/decals.shader
entering shaders/desert.shader
entering shaders/doomgiver.shader
entering shaders/effects.shader
entering shaders/effects2.shader
entering shaders/explosions.shader
entering shaders/factory.shader
Script file shaders/ffawedge.shader was not found
entering shaders/flares.shader
entering shaders/fogs.shader
entering shaders/fur.shader
entering shaders/gfx.shader
entering shaders/gfx2.shader
entering shaders/hiddenevil.shader
entering shaders/hoth.shader
entering shaders/imperial.shader
entering shaders/items.shader
entering shaders/marks.shader
entering shaders/metashader.shader
entering shaders/mp.shader
entering shaders/mp2.shader
entering shaders/mp3.shader
entering shaders/mp4.shader
entering shaders/nar_shaddaa.shader
entering shaders/pit2.shader
entering shaders/quicktrip.shader
entering shaders/rail_roof.shader
entering shaders/rift.shader
entering shaders/rocky_ruin.shader
entering shaders/sabers.shader
entering shaders/scavenger.shader
entering shaders/siege.shader
entering shaders/skies.shader
entering shaders/sprites.shader
entering shaders/system.shader
entering shaders/taspir.shader
entering shaders/test.shader
entering shaders/wedge.shader
entering shaders/yavin.shader
entering shaders/models.shader
entering shaders/rbettenbergtest.shader
entering shaders/rich_RMG.shader
entering shaders/jnegretetest.shader
entering shaders/stevetest.shader
entering shaders/stu.shader
entering shaders/smsand.shader
entering shaders/Vertex.shader
entering shaders/vjun.shader
entering shaders/korriban.shader
entering shaders/vehicles.shader
entering shaders/atst_alpha.shader
Script file shaders/ninja_tex.shader was not found
2834 shaderInfo
--- LoadMapFile ---
Loading I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map
entering I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map
688 total world brushes
350 detail brushes
12 patches
36 boxbevels
18 edgebevels
248 entities
1928 planes
0 areaportals
Size: -2024, -288, -8 to 4376, 8200, 3216
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
9 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
--- PatchMapDrawSurfs ---
12 patches
12 patch LOD groups
--- FaceBSP ---
2155 faces
2497 leafs
--- MakeTreePortals ---
1 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
347 structural brushes
917 cluster references
--- FloodEntities ---
1651 flooded leafs
entity reached from outside -- no filling
--- LeakFile ---
19 point linefile
MAP LEAKED
--- CullSides ---
234 hidden faces culled
99 coincident faces culled
--- ClipSidesIntoTree ---
--- NumberClusters ---
1650 visclusters
5178 visportals
4149 solidfaces
--- FloodAreas ---
1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
341 detail brushes
488 cluster references
----- FogDrawSurfs -----
31 fog polygon fragments
0 fog patch fragments
55 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
2549 axial edge lines
162 non-axial edge lines
0 degenerate edges
1442 verts added for T-junctions
14674 total verts
2930 naturally ordered
325 rotated orders
39 can't order
0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
12 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
3294 total meta surfaces
3185 stripped surfaces
109 fanned surfaces
0 patch meta surfaces
14783 meta verts
8304 meta triangles
--- TidyEntitySurfaces ---
3294 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
1323 surfaces merged
39673 vertexes merged
--- FilterDrawsurfsIntoTree ---
10224 references
1556 (1556) emitted drawsurfs
3185 stripped face surfaces
109 fanned face surfaces
0 surface models generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
12 SURFACE_PATCH surfaces
221 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
1323 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
81960 redundant indexes supressed, saving 320 Kbytes
--- FixBrushSides ---
--- EndModel ---
Fog 0 has visible side 5
Fog 1 has visible side 3
Fog 2 has visible side 0
Fog 3 has visible side 0
Fog 4 has visible side 2
Fog 5 has visible side 1
Fog 6 has visible side 0
Fog 7 has visible side 2
Fog 8 has visible side 0
13 light entities stripped
1956 BSP planes
--- WriteSurfaceExtraFile ---
Writing I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.srf
Writing I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.bsp
Storing lightgrid: 0 points
Wrote 4.0 MB (4164764 bytes)
12 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
"I:/Program Files/GtkRadiant-1.3/q3map2" -connect 127.0.0.1:39000 -game ja -fs_basepath "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -vis -saveprt "I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.map"
Connected.
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.9
GtkRadiant - v1.3.12 Oct 11 2003 22:04:56
Quakerade
VFS Init: I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

--- Vis ---
saveprt = true
Loading I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.bsp
Loading I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.prt
************ ERROR ************
LoadPortals: couldn't read I:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Base/maps/ffa_jk3test4.prt

PLZ help!
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Old 11-07-2003, 08:30 AM   #2
idontlikegeorge
 
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Join Date: Jun 2002
Location: Striking fear into the hearts of Demolicans and Republicrats.
Posts: 951
Your map is leaked. Probably the most common error EVER.

Anyways, in Radiant, goto File > Pointfile... and follow the arrows, and make sure to seal any leaks.

If you don't know what a leak is, um... go read a bunch of mapping tutorials.


I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.

Shaving is not a high priority with Jedi. Would you want to shave with a lightsaber?
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Old 11-07-2003, 10:01 AM   #3
veheikko
 
Join Date: Jun 2003
Location: Finland
Posts: 12
can you give me some leak tutorial?
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Old 11-07-2003, 07:49 PM   #4
idontlikegeorge
 
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Join Date: Jun 2002
Location: Striking fear into the hearts of Demolicans and Republicrats.
Posts: 951
I don't know of any offhand that are about leaks in general.

But go here, these are really good starter tutorials: http://richdiesal.jedioutcastmaps.co...als/index.html


As far as what a leak is, well, the virtual "space" you construct your level in, is called the VOID. You can never allow the player entity (or should allow any entity) to be able to enter it or be exposed to it.

It's like, think of your map as a flying spaceship... if there were any cracks or openings out to space, the whole ship would decompress and be destroyed.

Any, like I mentioned, go to File > Pointfile... and follow the arrow(s), the arrows will goto any leaks in the map... from there you can "seal" them up, and you should be able to compile!


I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.

Shaving is not a high priority with Jedi. Would you want to shave with a lightsaber?
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