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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: ERROR: Reflection Probe (x,y,z) is in solid.
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 208
Last: Nov 2, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 07:07 pm
ERROR: Reflection Probe (x,y,z) is in solid.

This happens to me when I build my .bsp.

This doesn't make any sense because I didn't add any new Reflection probes and the one its telling me that is in a solid is plain as day out in the open. Under my Edit>Entity Info, I can look at my reflection probes and where they are, and as I slowly delete the Problem probe, it will always pick the first one in the "Entity Info" to give the error on during the Compile.

I checked all the other Threads on this subject but no answers to fix. I even rebuilt my "Volume Light Grid" brush and Rebuilt my Skybox thinking something got messed up and still, the error. When I play my map with this error, my map is totally bright/blown out in whites, and everything is rainbow colored. Which means it has something to do with reflection probes. So what I did was remove EVERY Refection Probe on my map and then try to compile again and the error is gone. But then it gives me some error about a Prefab house I put in, (which has remained unchanged), and that house has been there since the beginning, and has been in the map when it would compile correctly. It only shows me this error when I remove ALL reflection Probes in the map.

Normally when I compile my .bsp it takes about 45 minutes, but now with this error it takes 5, so it must be skipping a step. Does anyone have any ideas on what could be causing this?

I don't have to hollow out my "Volume Light Grid" do I? I don't remember having to do that the first time... I'm clueless...
NovemberDobby
General Member
Since: Sep 17, 2006
Posts: 1666
Last: Nov 23, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 07:08 pm
In Radiant, type Ctrl-G and type in those co-ords. Delete/move that reflection probe.

For a start [tongue]

edited on Apr. 2, 2008 07:08 pm by NovemberDobby
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 208
Last: Nov 2, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 07:13 pm
I already did that, as of right now there are only four in my map, and ALL FOUR are in the air, outside, just floating. I really don't understand this... This is nuts. Even if I only have one Probe, floating in the air outside, and can clearly see its in the air away from everything, it gives me that same error on that particular Probe.

edited on Apr. 2, 2008 07:15 pm by DeekCiti
playername
Preferred Member
Since: Aug 24, 2006
Posts: 696
Last: Nov 22, 2008
[view latest posts]
Level 6
Forum Moderator
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 07:44 pm
They need to be inside the sky box. If they are, make sure that they are not touching any brushes or models. If they are touching anything, move them a unit or two off. This should fix it! [thumbs_up]
Few tips for coding.
1. Keep the script as short as possable.
2. Don't use comments unless you HAVE to point something out.
3. Don't over complicate the script, keep it orgainized and easy to read.

These help you find simple errors and makes it easy to make changes.
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 208
Last: Nov 2, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 07:52 pm
I just rebuilt my skybox once again, so its fresh, and its huge. Now I added ONE Reflection Probe in the air, outside, and far from anything/brushes. There is no way in the world that its touching something. Same Error. I thought maybe some solid brush was duplicated the size or near the size of the skybox or the Light Grid, but I looked and there is nothing out there. Which would make sense that the reflection probe would be in a solid, but if that was the case I wouldn't be able to look around my map without running into this mysterious solid brush. I'm seriously stumped.
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 208
Last: Nov 2, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 08:03 pm
Looking at my map in Notepad...

iwmap 4
"000_Global" flags active
"The Map" flags
// entity 0
{
"ambient" "0"
"suncolor" ".9 .98 1"
"sundiffusecolor" ".9 .92 1"
"sundirection" "-40 225 0"
"sunlight" ".75"
"_color" "0.90 0.90 1"
"diffusefraction" "0.25"
"r_reflection_color_correction" "mp_farm"
"model" "prefabs/blackout/garden_02.map"
"classname" "worldspawn"


What is this entry here in red? Could this be causing it?
ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 315
Last: Nov 21, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 08:57 pm
I'm new to this myself, but I don't think you should have that model key in your worldspawn settings. Open up your entities editor and delete that key/value. Also, instead of using "r_reflection_color_correction" "mp_farm", you might want to try using: setdvar( "r_specularcolorscale", "5" ); in your .gsc file. That should create the same wet-looking effect on the textures.

I remember seeing an option in the edit/preferences (hit "p") that says "Ents use '_color' value" ... I have no idea what it does, but if you have it checked, I'd try un-checking it, because it's un-checked by default. That's unlikely to be the culprit, but it's worth a shot if nothing else works.



edited on Apr. 2, 2008 08:58 pm by ITOE_MC
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 208
Last: Nov 2, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 2, 2008 09:25 pm
Yeah, it was already unchecked.

OK, this is getting even more weird by the minute here. Since the Reflection probes were giving me errors, I deleted ALL of them, my map has absolutely NO Reflection Probes in it. I compiled the BSP. Then... get this, I compiled the Reflections... It went through EVERY previously placed reflection probe I USED to have in the map, as if they were still there, and THIS time, when I ran the map, it was totally perfect. Everything looked perfect!

How can this be?

There is not ONE Reflection Probe in the map, but when compiling Reflections, it seriously went through each previously placed reflection probe I used to have. You know how it shows the little box in the upper left when compiling, and it shows your map through the reflection probe... thats what it did... WOW, what is going on here?

So... here is what I'm going to do. I'm going to make a couple changes, like raise a couple walls that were too short and stairs that were too tall, and then compile again, and I'll report back what happens this time.
peri
General Member
Since: Jan 23, 2005
Posts: 456
Last: Sep 5, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Thursday, Apr. 3, 2008 03:29 am
I've just spent 3 hours trying to fix my reflections that wouldn't compile. Each time it'd fail with 'could not connect undefined' (or something similiar). I know the map is fine, so it had to be a problem with something else.

I opened my map in rad, then i searched the Activision folder for any reference to mymapname. Then i deleted everything it found - all the csv's, ff's, map, settings etc, the whole lot.
Then cleared anything that was in missingassets.csv

Resaved my map, and compiled as if it was a brand new map - now it works fine again.

Might be worth a shot
{=EM=}Carcass
General Member
Since: Mar 9, 2006
Posts: 200
Last: Sep 30, 2008
[view latest posts]
Level 4
MODSCON
Category: CoD 4 Level Design
Posted: Thursday, Apr. 3, 2008 06:05 am
Have you created any prefab buildings etc that may contain reflection probes?
If so check the probes in the prefab and make sure it is not in contact with anything there either.

I leave probes and lights out of my prefabs, and add them to my map file that contains the prefabs, allows for easier tweaking and different arrangements if you have multiple versions of the prefab.
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