Problem during -light stage


(Szico VII) #1

My compile line:

(TEST) -meta -vis -light -fast -filter -lomem

Basically, i get a fair few errors as following:
WARNING: Lightmap texture coords out of range Sxxx.xxxx > xxx || Txxx.xxxx > xxx

and also in the BSP stage, some:

BOGUS BOGUS BOGUS 64 light entities stripped. But thats all.

Here’s what i have been doing. In my map, i have built all the different parts separately. Recently, i have coopied them into one big .map file. Previously, they compiled and played and looked, perfectly fine. Now however, upon loading i get some wierd errors, which seem to change evry time I load. Here are some screens.




Anybody have any idea what is wrong?

  • how do i fix those 2 errors above (the search isnt working atm)

(Fracman) #2

It looks like you have a fancy environment map… the same texture (with the body) is repeated everywhere
on surfaces that are supposed to be shiny!??
You better use a generic environment map, without something special on it,
because it looks very strange at the moment.

Make a backup copy, and delete everything except the map file.
Then recompile. And try also without the -lomem switch.

Which shaders are you using? Is there one that has some special lightmap keys?


(Szico VII) #3

that isnt a texture. its a shot taken of my player when i spawn in. if i spawn in a different location, then that image changes.

  • i cant compile it without lomem.
  • no shaders have lightmap keys, although there are some func_groups with them.

(Fracman) #4

Are you using mirrors excessively?

My guess is: you have to many environment maps,
and perhaps with wrong shaders.


(Szico VII) #5

I’ve got about…6 I think.
heres some more shots - as you can see, the error kinda changes each time i laod… :s



(Fracman) #6

crazy!

add the option -v to the compiles, for verbose.

And then check all possible warnings again.

Are you using the right gametype for the compile?


(Szico VII) #7

im sure about the gametype (-game ja)

ill go try that verbose mode switch now though. and ill post the compile log.
what does verbose do anyway?


(Fracman) #8

it tells more stuff, not sure if it shows more warnings though.

Another thought… how did you merge your maps?

Perhaps you have copied something twice, and compile is buggy because of this?
e.g. a special entity…


(Szico VII) #9

edit>load prefab (to merge the maps)

Okay, that compile is just going now. It’ll take about 20mins so ill post it here then


(Szico VII) #10

EDIT: Just get the uploaded .log file


(Szico VII) #11

EDIT: Just get the uploaded .log file


(kamikazee) #12

You had better uploaded a log file and linked to it. These two posts make the topic unreadable. :frowning:


(Szico VII) #13

how is that done? just save a .txt as a .log file?


(Szico VII) #14

www.szico.map-craft.com/downloads/maps/compilemidgar3.log


(Fracman) #15

no, you can’t upload anything there. Kamikazee meant you should upload it to some free webspace and link to it

Anyway, i can’t see anything new except your errors, with the bogus and the wrong lightmap coordinates.

So please remove everyhting else from your two log posts :wink:

I see some coordinate errors with the decals.
Are you sure that each separate map was working fine before?
Or did you add something else in between?


(Szico VII) #16

No i didn’t add anything else inbetween.
the co-ordinate errors well, i removed the decals and the error remains. (not the coordinate one, but the wierd lighting stuff)

btw, how do i fix those lightmap coordinate errors? what causes them?


(Fracman) #17

i dunno, honestly.

What is your system configuration? Which Q3Map2 version are you using?

Could you perhaps also upload your map, with your shaders etc, best in a PK3, so i can try to compile it?


(Szico VII) #18

It’s a big pk3 (50MB approx)
2.5.16 q3map2 version

AMD x2 4400 Processor
2x (SLI) NVidia GeForce 7800Gt
2048MB PC3200 RAM
If you are still up for the pk3, let me know and ill upload it for you. :wink:
You’ll also need Jedi Academy (GTK 1.4.0 for raven games), because this map uses textures models and shader from that game.


(Fracman) #19

yeah, look at my sig, i know large maps xD
please upload, if you like :slight_smile:


(Szico VII) #20

alright, here’s the link.

IT isn’t fully uploaded yet, so if u click to download and the filesize doesnt read about 56-60MB, then it hasnt finished uploading.

http://www.szico.map-craft.com/downloads/maps/multiple/midv3.zip

One more thing. I had the same problem with a previous map, NeoTokyo. That somehow fixed itself but i still got the rror when compiling with extra stuff like -samples.
If you wanna check that map out too (for general shader purposes,) heres the link. The source files are included for both.

http://www.szico.map-craft.com/downloads/maps/multiple/NeoTokyo.zip