Author Topic: LoadPortals: couldn't read  (Read 21914 times)

your face

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LoadPortals: couldn't read
« 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

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,
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Odin

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Re: LoadPortals: couldn't read
« Reply #1 on: April 10, 2008, 04:55:20 am »
Post the contents of the .map file.

your face

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Re: LoadPortals: couldn't read
« Reply #2 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.
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n.o.s.brain

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Re: LoadPortals: couldn't read
« Reply #3 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

your face

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Re: LoadPortals: couldn't read
« Reply #4 on: April 10, 2008, 05:53:10 am »
Naw, cuz we have deleted the halls, and just left that one, main room.  :?
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Amtie

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Re: LoadPortals: couldn't read
« Reply #5 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.
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n.o.s.brain

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Re: LoadPortals: couldn't read
« Reply #6 on: April 10, 2008, 04:53:33 pm »
no, there is no leak... i think a virus has infected some of the brushes... xD

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Re: LoadPortals: couldn't read
« Reply #7 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?
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Survivor

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Re: LoadPortals: couldn't read
« Reply #8 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 ;).
« Last Edit: April 10, 2008, 09:07:27 pm by Survivor »
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Amtie

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Re: LoadPortals: couldn't read
« Reply #9 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
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mindriot

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Re: LoadPortals: couldn't read
« Reply #10 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

« Last Edit: December 06, 2010, 09:25:15 am by mindriot »

your face

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Re: LoadPortals: couldn't read
« Reply #11 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.
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CATAHA

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Re: LoadPortals: couldn't read
« Reply #12 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.
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CreatureofHell

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Re: LoadPortals: couldn't read
« Reply #13 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.
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CATAHA

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Re: LoadPortals: couldn't read
« Reply #14 on: December 07, 2010, 08:46:50 pm »
Many things not necessary while u mapping, but... detailed and careful mapping its good style. =}
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A Spork

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Re: LoadPortals: couldn't read
« Reply #15 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.
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Odin

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Re: LoadPortals: couldn't read
« Reply #16 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?

Ingar

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Re: LoadPortals: couldn't read
« Reply #17 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.