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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: Changes not Taking effect
illram
General Member
Since: Jan 22, 2008
Posts: 233
Last: Jul 15, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 04:05 pm
Did you deal with the max map nodes error? That's the error you should be worried about as thats the error preventing your compile. Make more of your brushes detail.

edited on Apr. 20, 2008 04:06 pm by illram
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 04:36 pm
That "node without a volume" dosent cause that much trouble.I had 2 of those in a map, I looked for it, but never found or fixed it & I finished my map & it has run on a server with no probs...
infinet
General Member
Since: Feb 3, 2008
Posts: 101
Last: Nov 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 05:01 pm
illram writes...
Quote:
Did you deal with the max map nodes error? That's the error you should be worried about as thats the error preventing your compile. Make more of your brushes detail.

edited on Apr. 20, 2008 04:06 pm by illram


Yeah I no longer have that MAX MAP NODES error on my compiling.

Here is my latest compile results.

I went in as you recommended and made more brushes detail. I had 2 very large buildings in my background that I turned into detail. The rest of my background buildings are prefabs from the backlot folder. I did enough I suppose to not have that Max Map Nodes error. It's this Node without a Volume error that stuck though. I don't know what else is preventing my map from updating. and of course for my loadscreen and minimap from not working anymore (although I still have an old iwd that works)
illram
General Member
Since: Jan 22, 2008
Posts: 233
Last: Jul 15, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 05:05 pm
Your new compile log still shows a max map nodes error. Is that the old one?

Unless you really want to change your minimap and/or loadscreen, I'd stick with the old working .iwd to save your sanity.
infinet
General Member
Since: Feb 3, 2008
Posts: 101
Last: Nov 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 05:22 pm
illram writes...
Quote:
Your new compile log still shows a max map nodes error. Is that the old one?

Unless you really want to change your minimap and/or loadscreen, I'd stick with the old working .iwd to save your sanity.


Might be a cache thing... I deleted the old one and uploaded the new one HERE
illram
General Member
Since: Jan 22, 2008
Posts: 233
Last: Jul 15, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 05:29 pm
Oh dear, you've got the dreaded "code bug: triangulation failed!" error. This is preventing your compile. Delete types of prefabs from backlot that are in your map, I found one of these gave me this error once. Not sure which one. Delete certain types one by one until the error goes away; since this is the first time the error has shown up, is there a new prefab you placed recently since your last working map file compiled? That is probably the culprit.

To save time, turn off compile light when compiling. At this stage all we are trying to do is get the compiler to write a .bsp.

If you get through all the prefabs and you are still finding this error, there is a solution, don't worry. (It basically involves compiling the map in sections to find where the error is coming from). Isn't this fun?
infinet
General Member
Since: Feb 3, 2008
Posts: 101
Last: Nov 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 06:51 pm
illram writes...
Quote:
Oh dear, you've got the dreaded "code bug: triangulation failed!" error. This is preventing your compile. Delete types of prefabs from backlot that are in your map, I found one of these gave me this error once. Not sure which one. Delete certain types one by one until the error goes away; since this is the first time the error has shown up, is there a new prefab you placed recently since your last working map file compiled? That is probably the culprit.

To save time, turn off compile light when compiling. At this stage all we are trying to do is get the compiler to write a .bsp.

If you get through all the prefabs and you are still finding this error, there is a solution, don't worry. (It basically involves compiling the map in sections to find where the error is coming from). Isn't this fun?


That did it!! I went in and deleted the last few backlot prefab buildings I put in and now it works!!!

And to think I spent all morning looking at the wrong error and focusing on that [crazy]

Well, chalk it up to lesson learned. Thanks again for the help. I still have that volume node error thing, but it seems like it isn't a big deal anyways.

Phew! Thanks again!
illram
General Member
Since: Jan 22, 2008
Posts: 233
Last: Jul 15, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Apr. 20, 2008 07:24 pm
In general, the error that comes right before "compile light" in the log is the error stopping a compile.
SniperUK
General Member
Since: Apr 4, 2007
Posts: 5
Last: Sep 16, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 08:52 am
I tried everything to get rid of the volume node error. I managed to get rid of it eventualy by deleting my_mapname.d3dbsp and recompiling, and it went away. It took me roughly 2 days ( 12 hours each day to work that one out ). What a weekend I had.


<|NM|> SniperUK


edited on Apr. 22, 2008 08:55 am by garyts11
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 208
Last: Nov 2, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 10:52 am
I got that error too, and I'm pretty sure its a terrain mesh that split, magically on an angle, not split where two meshes were welded but somewhere inside a solo mesh. I replaced the mesh and the Node error went away... not sure why this happened or even HOW it happened, when you can't even cut a mesh on an angle like that, very weird.
I had two Nodes without a volume, and saw there were two splits, so I assumed thats what it was. I would have screen shotted it but didn't know thats what it was. That's the only thing I edited in my map then recompiled and the node error was gone. That's the only reason I think that this is what was causing that error.
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