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Q3Map2 ends compile mysteriously

Posted: Tue Feb 06, 2007 5:02 am
by maz0r
I've got a problem compiling a q3 map I've started over night. I installed the new GtkRadiant 1.5.0 RC1 and maybe that's the problem. When I want to compile my map with q3map2 (ver 2.5.16 which came with gtk) it just exists before compiling even starts, whether I use the build menu in radiant or start q3map2 by hand from the command line.

So it just opens the .map file, reads the textures, starting output with FaceBSP and *boom* back to command line.

Got a Leak first (missed a brush behind a curve) but after I fixed it this strange error occurs. Hours before I've got no problems with compiling a way less enhanced version of the map.

Anyone got an idea?

Here the q3map2 output for bsp:

Code: Select all

2.5.16
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant    - v1.5.0 Jan 18 2007 21:34:42
Voter turnout
--- InitPaths ---
VFS Init: ../../baseq3/

--- BSP ---
entering scripts/shaderlist.txt
entering scripts/base_button.shader
entering scripts/base_door.shader
entering scripts/base_floor.shader
entering scripts/base_light.shader
entering scripts/base_object.shader
entering scripts/base_support.shader
entering scripts/base_trim.shader
entering scripts/base_wall.shader
entering scripts/common.shader
entering scripts/ctf.shader
entering scripts/gothic_block.shader
entering scripts/gothic_button.shader
entering scripts/gothic_door.shader
entering scripts/gothic_floor.shader
entering scripts/gothic_light.shader
entering scripts/gothic_trim.shader
entering scripts/gothic_wall.shader
entering scripts/liquids.shader
entering scripts/organics.shader
entering scripts/sfx.shader
entering scripts/skin.shader
entering scripts/skies.shader
entering scripts/common_alphascale.shader
      599 shaderInfo
--- LoadMapFile ---
Loading D:/Games/Q3 Clean/baseq3/maps/mz3tourney1_04.map
entering D:/Games/Q3 Clean/baseq3/maps/mz3tourney1_04.map
      258 total world brushes
       56 detail brushes
       59 patches
      227 boxbevels
       22 edgebevels
       23 entities
      618 planes
        0 areaportals
Size: -1288, -1384,  -264 to   328,   328,   392
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -1288.000000 -1384.000000 -264.000000 } { 328.000000 328.003113 39
2.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99
999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
       59 patches
       19 patch LOD groups
--- FaceBSP ---
     1203 faces

D:\Games\Q3 Clean\baseq3\maps>
That's it! :confused:
Oh and I even tried to seal the map with a huge caulk hull but no effect.

Posted: Tue Feb 06, 2007 3:22 pm
by maz0r
wtf :)

I've got splitted and censored! police!!! :D

Posted: Wed Feb 07, 2007 3:59 pm
by obsidian
I split this topic into a new one. I wanted the old thread to die because some people just won't learn. :icon33:

Are you sure you're not getting any errors? What switches are you using? Try brush cleanup.

Posted: Wed Feb 07, 2007 4:22 pm
by maz0r
Yeah I already tried all that. Brush Cleanup always cried about one duplicate / invalid patch, which was claimed to be removed but reappeared every time I toggled Brush Cleanup.
So I tried to compile my map without all patches - no success.
Copied all brushes and entities into a plain new map - no success.
Placed a caulk hull around the map - no success.
Tried running q3map2 from the command line with different switches - no success.
Double-checked the map for leaks - none found.
Deleted the 4 entities I had (start, one test light and a jumppad) and replaced the important ones - no success.
Changed all the textures to caulk - you guess...
Thought of a general problem with my setup and tried to compile q3dm7sample.map - success.
So I started to kill whole sections from my map. After only a huge box around the main atrium remained it still won't compile. But in the end I've killed some more brushes, resulting in a cube with less than 20 brushes and suddenly it let me compile.
I tracked the problem down to a small number of brushes which seemed to be causing the problem. After I deleted and replaced them from the original map the compile finally succeeded.

Dunno what caused the problem exactly, but fortunately it's gone :D