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Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, batistablr, Welshy
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Author Topic: compile problem!
Monarchy
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
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Level 3
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Oct. 26, 2002 11:02 am
I go to compile my map and... it doesnt make me a bsp! I only get a .lin with 2 lines of numbers. It worked fine before and I havent changed anything since but now it wont make me the bsp. Is it my map? what can cause this? btw im using sdk1.01
Foxhound
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Since: May 31, 2002
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Last: Nov 7, 2008
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Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Oct. 26, 2002 11:37 am
Do a search on your system for a file called junk.txt. Once you've located it take a look in it and see if there is an error message.

If not check out your settings in the SDK and make sure that it's set up as per the tuts on the left menu bar (SOF2Mapping)

If none of this helps let us know.

Cheers
What me worry?
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brutus
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Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Oct. 26, 2002 12:32 pm
it sounds like a fatal error.. even a leak will still produce a bsp so it means you have a serious issue.

As Fox said, check your c:windowstemp for a junk.txt and look through it. It should tell you what the problem is.
Monarchy
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Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
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Level 3
Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Oct. 27, 2002 07:59 am
Okie doke i opened junk.txt and ...
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!

(times 5 million)
and some of this..
Entity 0, Brush 124: duplicate plane
Entity 0, Brush 125: duplicate plane
Entity 0, Brush 297: duplicate plane
Entity 0, Brush 300: duplicate plane
FloatPlane: bad normal
(times 2)

Is it ok if i overlap invisible_shootables w/ my brushes? Cuz i was falling through some textures so i used the invisshootable to patch it up. whats a node?
Foxhound
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Oct. 27, 2002 10:51 am
That's a leak Monarchy.

After your attempt at the compile and it stops you should be able to see a red line in the editor to show you where the actual leak is.

Or now that you know the brush numbers use 'Find Brush' in the Misc menu and try to solve it that way.

When using Find Brush:

Type in the Brush Number and then using the KB rotate the map a few times until it's centered on your brush. (I would type in the brush number and it wouldn't take me to it although it would highlight the brush)

Cheers
What me worry?
To Quote Alfred E Newman

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Monarchy
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
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Level 3
Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Oct. 27, 2002 04:36 pm
I do not understand. I have previously compiled the map with a leak many times and it worked well. Now it won't? Also, how do I know what to enter in the find brush? Im not sure how to determine the number ofa brush.
rEdrUmMDK
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Last: Dec 13, 2007
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Oct. 27, 2002 04:49 pm
There should be a brush number or numbers in the junk.txt or the Readout that the Editor has at the bottom of the Window. Like the text you posted in this thread.
Entity 0, Brush 124: duplicate plane put bold text here
Get rid of those brushes.
Backup Your Work or your Work will be gone.
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better red than dead
Deactivated Account
Since: Dec 31, 1969
Posts: 156
Last: May 20, 2003
[view latest posts]
Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Oct. 27, 2002 07:26 pm
try "find brush" for brushes 124, 125, 297 and 300...you might not see it highlighted, but just push delete.....this solved a similar problem 4 me....second time a had a problem like this, this didnt work..the only thing taht worked was upgrading sdk to 1.02 and here i got the leak spot after compiling (the red line)...
Foxhound
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Last: Nov 7, 2008
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Category: SoFII Editing, Gaming, and Design
Posted: Monday, Oct. 28, 2002 12:31 am
To make things a little easier

In your junk file you had:

Quote:


WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!
WARNING: node with unbounded volume. Purge Evil Brushes!


This is telling you that you have a leak.


Quote:

(times 5 million)
and some of this..
Entity 0, Brush 124: duplicate plane
Entity 0, Brush 125: duplicate plane
Entity 0, Brush 297: duplicate plane
Entity 0, Brush 300: duplicate plane
FloatPlane: bad normal
(times 2)



This is telling you that you need to sort out these brushes. So with that said the numbers you see there are the same ones that Cyklone had mentioned. And before a delete try and solve it as it may be an item that just needs a tweak to sort out. Once you've placed the number in move the map around using the 'Control' Tab' Buttons and the map will center on the brush that is highlighted.

If you need more help let me know and I'll be more then happy to spend the time.

Cheers

What me worry?
To Quote Alfred E Newman

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Support Modsonline by becoming a PREFERRED MEMBER today
Monarchy
General Member
Since: Jul 7, 2002
Posts: 53
Last: Apr 8, 2003
[view latest posts]
Level 3
Category: SoFII Editing, Gaming, and Design
Posted: Monday, Oct. 28, 2002 09:03 pm
My observations:
1) I sealed the map off entirely then compiled. Still, the junk.txt states identical errors.
Inference: These leaks are leaks within the non-leaked map, such as a cylinder with no end caps. I believe that is the problem.
2) After sealing the exterior of the map, the compile proccess produced a .prt stating the coordinates of each brush. Slightly different than the previous .lin giving me 2 coordinates.
Inference: Getting closer.
3) Question. Is it ok for tool textures to overlap with other brushes? Such as clip through a wall or a nodraw_water through a rock?
4) Junk.txt states: (68) exceed MAX_POINTS_ON_WINDING (64). What are points and where can i specifically reduce them?
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