Author Topic: Error with compiling  (Read 4607 times)

Baxter

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Error with compiling
« on: March 21, 2007, 11:20:19 am »
I get this error when trying to compile with any setting besides -meta
Code: [Select]
=== running BSP command ===
 "C:/Program Files/GtkRadiant-1.4/q3map2" -v  -connect 127.0.0.1:39000  -game quake3 -fs_basepath "C:/Program Files/Tremulous/" -light -fast -super 2 -fs_game base "C:/Program Files/Tremulous/base/maps/Comcenter.map"
Connected.
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
--- InitPaths ---
VFS Init: C:/Program Files/Tremulous//base/
VFS Init: C:/Program Files/Tremulous//baseq3/

--- Light ---
Fast mode enabled
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Map has shader script C:/Program Files/Tremulous/base/maps/../scripts/q3map2_Comcenter.shader
entering scripts/shaderlist.txt
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown q3map_alphaMod method: dotproduct2
entering scripts/tremor.shader
entering scripts/uncreation.shader
entering scripts/common.shader
entering scripts/common-trem.shader
WARNING: Unknown surfaceparm: "nobuild"
WARNING: Unknown surfaceparm: "noalienbuild"
WARNING: Unknown surfaceparm: "nohumanbuild"
Script file scripts/ix.shader was not found
Script file scripts/moria.shader was not found
Script file scripts/tim.shader was not found
entering scripts/titan.shader
Script file scripts/trem2.shader was not found
Script file scripts/stone.shader was not found
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
      473 shaderInfo
Loading C:/Program Files/Tremulous/base/maps/Comcenter.bsp
Loading C:/Program Files/Tremulous/base/maps/Comcenter.srf
--- LoadMapFile ---
Loading C:/Program Files/Tremulous/base/maps/Comcenter.map
entering C:/Program Files/Tremulous/base/maps/Comcenter.map
        3 light entities
--- SetupBrushes ---
      136 opaque brushes
--- SetupSurfaceLightmaps ---
      669 surfaces
      561 raw lightmaps
       46 surfaces vertex lit
      623 surfaces lightmapped
      615 planar surfaces lightmapped
        0 non-planar surfaces lightmapped
        8 patches lightmapped
        0 planar patches lightmapped
--- SetupTraceNodes ---
************ ERROR ************
MAX_TW_VERTS (12) exceeded

What is max tw verts? please help
Sometimes soon,maybe.]

Ingar

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Error with compiling
« Reply #1 on: March 21, 2007, 01:05:27 pm »

CATAHA

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Error with compiling
« Reply #2 on: March 22, 2007, 11:43:42 am »
Just try make ur brushes not overlap each other...
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Ingar

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Error with compiling
« Reply #3 on: March 22, 2007, 08:00:58 pm »
Quote from: "CATAHA"
Just try make ur brushes not overlap each other...


In general, it is a good idea to map very neatly. Most compile problems are the result of sloppy brushwork or strange and deformed brushes.

When you build something, use as few brushes as possible to build it and keep those brushes as simple as possible too.

Baxter

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Error with compiling
« Reply #4 on: March 22, 2007, 09:18:09 pm »
would it be that i'm using csg_hollow to make rooms?
Sometimes soon,maybe.]

Thorn

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Error with compiling
« Reply #5 on: March 22, 2007, 09:45:22 pm »
yes

CATAHA

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    • Tremulous Lair
Error with compiling
« Reply #6 on: March 23, 2007, 11:25:39 am »
Quote from: "Baxter"
would it be that i'm using csg_hollow to make rooms?

Hollow is good function for rookies... But real soldier must do rooms by his own hands! Anyway... if u use hollow just after it select floor and celling and make it smaller. =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake