Tremulous Forum

Media => Mapping Center => Topic started by: your face on April 10, 2008, 04:21:27 am

Title: LoadPortals: couldn't read
Post by: your face on April 10, 2008, 04:21:27 am
Hello, me and brain are having trouble compiling a map file.  We get the error: LoadPortals: couldn't read F:/Program Files/Tremulous/base/maps/unhax.prt

I've searched and found one topic that has my same problem, but doesn't help: http://tremulous.net/forum/index.php?topic=2170.0 (http://tremulous.net/forum/index.php?topic=2170.0)

The .map is in perfect condition, an egg, a telenode, and a intermission, placed above the ground fine and dandy, and two doors.  We've tried deleting the doors, and compiling = fail, just compiling a certain part of the map = fail, deleting stuff, adding stuff... fail.  We've tried compiling different maps on the same system, and it works fine.  We've tried different BSP builds, also fail.  Also, during the build: "Size: 99999, 99999, 99999 to -99999, -99999, -99999."  We've tried copying and pasting the map, etc.   :P  Epic fail.  If anyone knows the answer... help would be appreciated.  :)

Thanks,
Face
Title: Re: LoadPortals: couldn't read
Post by: Odin on April 10, 2008, 04:55:20 am
Post the contents of the .map file.
Title: Re: LoadPortals: couldn't read
Post by: your face on April 10, 2008, 05:12:23 am
info_player_intermission        1
team_alien_spawn                 1
team_human_spawn             1
worldspawn                            1

We got rid of the doors ATM.
Title: Re: LoadPortals: couldn't read
Post by: n.o.s.brain on April 10, 2008, 05:41:48 am
we gonna have to start over, even when i try building just one segment of a hall, it phailz with areaportals 99999... im thinking its a goofed up brush built into the walls somewhere
Title: Re: LoadPortals: couldn't read
Post by: your face on April 10, 2008, 05:53:10 am
Naw, cuz we have deleted the halls, and just left that one, main room.  :?
Title: Re: LoadPortals: couldn't read
Post by: Amtie on April 10, 2008, 03:37:13 pm
Umm... maybe you have a leak, but it's not registering it as one? Like your preferences on stopping if leak detected might be off.
Title: Re: LoadPortals: couldn't read
Post by: n.o.s.brain on April 10, 2008, 04:53:33 pm
no, there is no leak... i think a virus has infected some of the brushes... xD
Title: Re: LoadPortals: couldn't read
Post by: Amtie on April 10, 2008, 07:52:35 pm
You mentioned something about portals. Maybe a shader is screwed up? Or you got an awkward (however you spell it) texture?
Title: Re: LoadPortals: couldn't read
Post by: Survivor on April 10, 2008, 09:02:43 pm
You don't seem to understand what portals are here.

Yourface, brain. Did you use the clipper tool extensively, or edges and vertices in a weird way. Maybe a bit too twisted patch? Try making everything detail and enclosing it in a structural box, for all intents and purposes this will be the only box you're allowed to make with hollow ;).
Title: Re: LoadPortals: couldn't read
Post by: Amtie on April 10, 2008, 09:11:02 pm
I guess he meant visportals. I guess i won't get a job at technical support anytime. xD
Title: Re: LoadPortals: couldn't read
Post by: mindriot on December 06, 2010, 09:20:15 am
Sorry to resurrect this, but I've got a potential solution.  We had a similar problem over in the UrbanTerror world.  The problem was that the worldspawn entity was not the first entity in the .map file. Q3Map2 didn't know how to handle this. It tried to compile but gave no errors except for not producing a .prt file which gave an error during the vis phase. The solution was to edit the .map file with a text editor and cut all the entities that came before the worldspawn entity and paste them at the end of the file. Q3Map2 now compiled properly.  Hopefully this helps someone in the future.

UrbanTerror problem thread (http://forums.urbanterror.info/topic/23531-shuls-release/page__view__findpost__p__287042)

Title: Re: LoadPortals: couldn't read
Post by: your face on December 06, 2010, 09:57:47 pm
Thanks a bunch!  I've been having this problem again more recently and no other methods seemed to fix it.  I'll test it out.
Title: Re: LoadPortals: couldn't read
Post by: CATAHA on December 07, 2010, 01:18:50 am
info_player_intermission        1
team_alien_spawn                 1
team_human_spawn             1
worldspawn                            1

We got rid of the doors ATM.

Also use alien_intermission and human_intermission.
But mainly problem with BSP phase as ppls notice above.
Ezy solution with broken bsp file:
Open .map, which works. Delete all. Now you got empty working file. Copy-paste your map from broken file into empty file and save. Once it helped me when GTKRadiant saved ugly bsp due to some bug.
Title: Re: LoadPortals: couldn't read
Post by: CreatureofHell on December 07, 2010, 08:22:05 pm
info_player_intermission        1
team_alien_spawn                 1
team_human_spawn             1
worldspawn                            1

We got rid of the doors ATM.

Also use alien_intermission and human_intermission.
But mainly problem with BSP phase as ppls notice above.
Ezy solution with broken bsp file:
Open .map, which works. Delete all. Now you got empty working file. Copy-paste your map from broken file into empty file and save. Once it helped me when GTKRadiant saved ugly bsp due to some bug.

They aren't necessary, especially when testing a map. If you read the topic you would realise they had done that. 2 years ago.
Title: Re: LoadPortals: couldn't read
Post by: CATAHA on December 07, 2010, 08:46:50 pm
Many things not necessary while u mapping, but... detailed and careful mapping its good style. =}
Title: Re: LoadPortals: couldn't read
Post by: A Spork on December 07, 2010, 09:07:36 pm
Well I doubt they were done. The point of thus thread is for a bug, not fanciness.
Title: Re: LoadPortals: couldn't read
Post by: Odin on December 08, 2010, 07:58:25 am
It's pretty amazing that Radiant will even save a .map like this. I wonder if it's been fixed in recent(as in after 2008 when this thread started) NetRadiant builds?
Title: Re: LoadPortals: couldn't read
Post by: Ingar on December 08, 2010, 09:56:18 am
It's pretty amazing that Radiant will even save a .map like this. I wonder if it's been fixed in recent(as in after 2008 when this thread started) NetRadiant builds?
Not that I know of.