#Compiling map with sdk doesn't do lighting

1 messages · Page 1 of 1 (latest)

long nimbus
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When I compile my map using the compiler EXEs in the SDK it doesn't do lighting. (I'm probably doing something wrong)

Here are the steps i take to compile my map (Please tell me if I'm doing something wrong)
Fist I copy the .map file into the compilation tools folder in the SDK.
Then I run these tools in order with these parameters.

./SC-CSG_x64.exe pvp_blockbuildings_plus.map
./SC-BSP_x64.exe pvp_blockbuildings_plus.map
./SC-VIS_x64.exe pvp_blockbuildings_plus.map
./SC-RAD_x64.exe pvp_blockbuildings_plus.map

Then I copy every file the tools generated to my svencoop_addons/maps folder and test (I've also tried opening the map in hammer but it just crashed)

I have provided screenshots of my map and the map it's based off of (in game) (first 3 are my map, last 3 are from the original map)
I can also send the .map file if its needed

radiant yacht
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I assume you've already added some light entities in your map, so the next common issue is that you have a leak in your level.

you should check for any errors and warnings in the compile log (it's as easy as copying the compile log to a text editor and doing a case-insensitive search for error and then for warning)

long nimbus
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woah thats a lot of warnings

radiant yacht
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that sort of problem can usually be found and fixed in the SvenCraft in the Check for Problems dialogue (Ctrl+P)

long nimbus
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nvm

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i fixed it

radiant yacht
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oh, you've been using TB to create the map?
I have yet to try it out myself, so can't help out much there

long nimbus
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loaded the map in svencraft, said something like "5 solids not loaded due to errors in the map file"

long nimbus
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i found the thing that was causing errors in the log (but probably didnt cause a leak) (if there even is a leak)

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ok now its only 3 solids

radiant yacht
long nimbus
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then how tf did i open a print dialogue

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yay problems

radiant yacht
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the axis perpendicular textures can be fixed with the Fix all (of type) button, then reopen the dialogue

long nimbus
radiant yacht
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great! 👌
now try to compile it again

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just be aware that the Check for Problems dialogue does only a rough check for problems that the editor can see, and there are other types of problems that only the compilers can detect

long nimbus
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found some weird things in the map after fixing but i think it should be fine

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its doing something

radiant yacht
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looks like RAD is running! that's a very good sign!

long nimbus
radiant yacht
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did you copy the BSP to the maps folder?
also if you placed it in /svencoop_addon/maps it's worth checking that there isn't a copy in /svencoop/maps, which would override the former

long nimbus
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everything seems to be fine (map in svencoop_addon, no map in svecoop)

long nimbus
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i can send the .map file

radiant yacht
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sure thing, feel free to either post it here or DM it to me

long nimbus
radiant yacht
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just compiled it and it looks fine to me

long nimbus
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huh

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how did you compile it

radiant yacht
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SC-CSG_x64.exe <map> -cliptype precise
SC-BSP_x64.exe <map>
SC-VIS_x64.exe <map>
SC-RAD_x64.exe <map> -chart

-chart just prints a table of map limits in the log

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just a very simple, standard compile process, nothing fancy going on

long nimbus
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i just do

./SC-CSG_x64.exe pvp_blockbuildings_plus.fix.map
./SC-BSP_x64.exe pvp_blockbuildings_plus.fix.map
./SC-VIS_x64.exe pvp_blockbuildings_plus.fix.map
./SC-RAD_x64.exe pvp_blockbuildings_plus.fix.map

guess i could try -cliptype precise but idk if that would change anything

radiant yacht
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it wouldn't

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but I did open the pvp_blockbuildings_plus.fix.map file and export it as just pvp_blockbuildings_plus.map and that worked.
you might want to try renaming it pvp_blockbuildings_plus-fix.map, in case that period makes the compiler think .fix is the extension (which it strips off, iirc), making it compile the old version

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the compilers mostly just care about the filename without the extension, as it looks up other files of the same filename but different extensions during the process

long nimbus
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ok i changed the .fix to _fix, compiling it

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still doesn't work

radiant yacht
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anything in the compile logs?

long nimbus
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maybe i should update the sdk?? (i think i havent updated it at all since i installed it like a year ago)

radiant yacht
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FindFacePositions:
 (1.79 seconds)
BuildFacelights:
Malformed face (526) normal @ 
(526.61, 863.30, -101.00)
(527.30, 863.35, -101.00)
(527.30, 863.35, -97.00)
(526.61, 863.30, -97.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

did you even search for error? :p

long nimbus
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yeah but i thought i fixed that...

stoic maple
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oh hey its that one pvp crowbar map

long nimbus
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im making it spawn you with weapons because i dont want to give everyone cheats but i couldnt do that without decompiling and editing the map so i decided to also change some things

stoic maple
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oh you decompiled the map and then restored it?

long nimbus
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wdym restored

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i just changed some things and made a new cfg (also removed trigger that gives you crowbar (and i think it made it so that you dont spawn with other weapons but idk))

stoic maple
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usually when you decompile the map it has destructive brushwork

long nimbus
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i have no idea what a destructive brushwork is but i used some tool i found to turn it into a .map and opeened it in tb then spent an hour figuring out how tb works and how to compile

radiant yacht
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ah, in that case it might have been easier to just use BSPGuy or Ripent to add the weapons and items, since what you want to do is entity changes only, right?

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that way you don't have to deal with decompiled geometry, and the BSP version isn't changed

long nimbus
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i tried doing that but i couldnt make it give me weapons on start (i've tried deleting the crowbar trigger, changing the config ofc, removing the script from bm_sts it uses for some reason and it still didnt work)

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holy shit IT WORKED

radiant yacht
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if you want to equip the same set of weapons for all players on the map on spawn then you can either specify that in the <map_name>.cfg file, e.g.

weapon_pipewrench
weapon_crowbar
weapon_medkit
weapon_glock
ammo_9mm 15

or use game_player_equip (https://www.svenmanor.com/entity-guide/game_player_equip)

long nimbus
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ye i did that

stoic maple
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doesnt the map auto-give you crowbar every 10~ secodns so you can throw it around

long nimbus
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thats a lot of explorer

stoic maple
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based sharex user

stoic maple
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but its a fun gimmick :(

long nimbus
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bruh the pvp is gone

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i cant damage other ppl (what did i do)

radiant yacht
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possibly the removal of the bm_sts script, which might been assigning players to different teams

long nimbus
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so thats why its called TeamSprite

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(the script)

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un-commented the script, still no pvp

stoic maple
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the script is actually just replacing the take cover and medic sounds

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if its a timber map its probably uses the gman pvp setup

long nimbus
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wait i remember something with a lot of gmans and some triggers

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but i deleted it

stoic maple
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you fool! it controlled the entire system! how dare you banish the gmans!

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though it was first made by trempler

long nimbus
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ok now how do i add this to the map in tb

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ok i did it

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now its time to test it