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AARGH... Compile problems... (!!!)
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[504th]Arens is Offline
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Default AARGH... Compile problems... (!!!) - 12-12-2002, 07:02 AM

AARGH!

My upcoming multiplayer rescue mission objective map is finished...

BUT

The VIS copile process always stops around 95%. No reaction at all. I've reduced my visdatasize to about 70000. The only error I get is s a bunch of "Entity ## of type "light" leaked" .... But I allready replaced all the lights in the map with new ones (non-duplicated) So can someone give me an indication on what is going on??

Help?!

For now, I will run a fast vis and full light... I've allready noticed the fps wont be THAT bad...

I'm still on a 56k modem now, withing 2-3 weeks I finally go back home to my 100Mbit University connection and I will need volunteers to testrun the (by then hopefuly fully VISed) map with!
  
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Default 12-12-2002, 07:08 AM

IF you look at a light entity when its selected you will see 2 circles, an inner cirlce and an outer one. You will get leaks if any part of the inner circle 'touch the void'... Check the lights again to see if any of them do this.
  
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Default 12-13-2002, 04:14 AM

Quote:
Originally Posted by Surgeon
IF you look at a light entity when its selected you will see 2 circles, an inner cirlce and an outer one. You will get leaks if any part of the inner circle 'touch the void'... Check the lights again to see if any of them do this.
Hmmmmz?! None of my lights are touching the void...! Could there be lights that are invisible in MOHRadiant? Any other possible way to get rid of the error message?

And could this light leaking be the cause of my vis problems? I thought light and vis were different processes, which would mean that there is yet an other problem concerning the vis...

Anyone know more?
  
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Default 12-13-2002, 05:14 AM

You can tell which process is causing the faults when its compiling - If it comes up with an error during the bsp phase - there is a physical leak somewhere, light phase : one of your lights is probably wonky - I honestly don't think its a vis thing
  
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Default 12-13-2002, 11:47 AM

Ah we're getting closer now: the leaking lights error message pop up during BSP compile...

I guess I'll just delete all lights and put new ones in... grmpf

If you make a skybox like this
___________
|\_________/|
| |..(this)..| |
| |.(is)......| |
| |.(map)..| |
| |________| |
|/_________\|

(if you know what i mean)

could that cause leaking errors?

And one little offtopic question: anyone know how to make yellowish lights? I cant figure out what numbers to enter for the lights' color value...?
  
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Default 12-13-2002, 12:26 PM

For yellow lights - select the light and hit k - brings up the colour selector - saves time having to figure it out manually

If the skybox is complet then there should be no leaks
  
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Default 12-13-2002, 12:35 PM

To change the light color-- with the light selected hit ctrl+k (I think that's it, it might just be 'k') Your color window will pop up. The color values will be shown in the lower right corner. Slide the crosshairs where you want for your color, and "add to custom colors". Now, without entering any values manually, your light will be that color.

I don't know what view you are trying to show with that (poor) skybox. Most of the time, if your skybox is leaking because of gaps, you'll get a huge
*********ERROR********** message, followed by "entity reached from outside".

Just for kicks, make a brush that covers your entire map about the size you want your sky. Enclose the whole map. Hollow out this brush, apply your sky tex to the inside, caulk sky on the outside. Don't miter or adjust vertices.
Then try your compile again. Let me know if that fixed the stall at 95%

Those little "error entity xx light leaked" shouldn't slow the compile like that.
  
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Default 12-13-2002, 01:31 PM

ctrl k is to link to entites - its just k
  
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Default 12-13-2002, 06:53 PM

Thanks dude, especially for that about the color of light, I never knew that... and its damn useful, too...

Today I found out it wasn't stalling at 95 %

those last little percents just toor REALLY REALLY LONG (about 7 hours) ...like when it was at about 95% only half the time the total process took had passed... But now its all done, including a full light compile, and it looks fiiiine The light errors dont seem to have caused problems or whatsoever...

Anyway, thanks again m8. I think I'm gonna put your name in the readme file
  
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