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A lot of compilation errors :'(

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Created 10 years ago
by fusorf
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Hi eveyone, first, thank you for even clicking on the topic  :D I know logfiles are not fun to look at.

So earlier this day, my map ran just fine when I compiled it. But since my last changes (adding textures and foliage models), It no longers finishes compiling.

Also, ever since I loaded the map into Radiant to start working on it, I always had a ton of errors, but in the end the map launched so I told myself I would figure them out later.

I think this day has come xD

So, each error comes with it's 2000 twins so i'll just put some [...] when they repeat.

Spoiler: click to open...
CoD2Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- cod2map ----
----- FS_Startup -----
Current search path:
D:\World At War Zombies\bin/main
D:\World At War Zombies\main\iw_27.iwd (60 files)
BlahBlahBlah...

File Handles:
----------------------
27018 files in iwd files
Loading map file D:\World At War Zombies\map_source\ronstreet_zombies.map
Map D:\World At War Zombies\map_source\ronstreet_zombies.map, Entity 0, Brush 3082: mirrored plane
Map D:\World At War Zombies\map_source\ronstreet_zombies.map, Entity 0, Brush 3084: mirrored plane

WARNING: node without a volume
node has 3 tiny portals
node reference point 885.06 815.00 5.00
[...]


finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...

ERROR: Texture repeats too many times.
In map D:\World At War Zombies\map_source\ronstreet_zombies.map on entity 0 brush 13352 at 2400 -929 25
[...]


ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\World At War Zombies\map_source\ronstreet_zombies.map on entity 0 brush 19871 at 14 -1207 73
[...]


Copying  D:\World At War Zombies\mods\HumorModTWO\mod.arena
     to  C:\Users\User\AppData\Local\Activision\CodWaW\mods\HumorModTWO\mod.arena
ERROR: L'accès au chemin d'accès 'C:\Users\User\AppData\Local\Activision\CodWaW\mods\HumorModTWO\mod.arena' est refusé.
Copying  D:\World At War Zombies\mods\mp_HumorModTWO\mp_humormodtwo.iwd
     to  C:\Users\User\AppData\Local\Activision\CodWaW\mods\mp_HumorModTWO\mp_humormodtwo.iwd
ERROR: L'accès au chemin d'accès 'C:\Users\User\AppData\Local\Activision\CodWaW\mods\mp_HumorModTWO\mp_humormodtwo.iwd' est refusé.
Copying  D:\World At War Zombies\mods\mp_HumorModTWO\mod.arena
     to  C:\Users\User\AppData\Local\Activision\CodWaW\mods\mp_HumorModTWO\mod.arena
ERROR: L'accès au chemin d'accès 'C:\Users\User\AppData\Local\Activision\CodWaW\mods\mp_HumorModTWO\mod.arena' est refusé.
Copying  D:\World At War Zombies\mods\usermaps\images.iwd
     to  C:\Users\User\AppData\Local\Activision\CodWaW\mods\usermaps\images.iwd
ERROR: L'accès au chemin d'accès 'C:\Users\Valentin\AppData\Local\Activision\CodWaW\mods\usermaps\images.iwd' est refusé.

ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\World At War Zombies\map_source\ronstreet_zombies.map on entity 0 brush 19871 at 15 -1207 73
[...]


finished in 730 seconds
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
assigning lightmaps...
finding index mapping and snapping vertices...

ERROR: surface 'kwai_terrain_grass_dark_patchy_blend2' is partially floating or needs to be aligned
In map D:\World At War Zombies\map_source\ronstreet_zombies.map on entity 0 brush 194 at 256 -153 0
[...]


triangulating all windings...
ERROR: TriangulateWindings failed on in map D:\World At War Zombies\map_source\ronstreet_zombies.map Entity 0 Brush 38281 at 165 882 0
code bug: triangulation failed!

Include 'winding.bin' from the cod2map directory in your bug report.


Thank you very much :)
Last Edit: April 12, 2016, 01:28:00 pm by fusorf
This topic contains a post which is marked as the Best Answer. Click here to view it.
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triangulating all windings...
ERROR: TriangulateWindings failed on in map D:\World At War Zombies\map_source\ronstreet_zombies.map Entity 0 Brush 38281 at 165 882 0
code bug: triangulation failed!



This looks like something... Remember most of the time if a brush or foliage or models are causing issues, it will give coordiates. Here it gives you coords to something that failed on the map and the coords listed. In radiant go misc > goto coords and then type them in

Hope this helps.
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"Brush 38281"

Thats alot of brushes/terrain
//
If thats a decompiled Cod1 map it won't compile without alot of radiant work.
Each patch is decompiled as a group of single triangles rather then a patch with subdivisions. So instead of a map with 15000 terrain patches it has 100000+ terrain patches.
//
It's easier to load it as a prefab into a new script placer map, put it into a layer and hide/ignore it.
Then start to trace it with real brushes and patches until you have the height and basic layout.
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Well the brushes are fine. The problem is that every single brush is covered with terrain. Is there a way to delete all the terrain, but keep the brushes ?
Last Edit: April 22, 2016, 12:43:26 pm by fusorf
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Make a backup of map_source folder
//
Does your map currently compile?
35000 brushes is very close to the limit of detail and structural brushes combined.
//
Check if there are layers set up in radiant. Maybe brushes are in a layer and you could select/delete it. I thought the decompiler had a layers flag in the settings for patches ect.
//
You might be able to delete the brushes in your map file in notepad++ depending on how they were made. Its easy to tell a brush from a patch in notepad.and sometimes they are grouped together.
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Yes, my map currently compiles and runs.
To be clear, here is a screenshot :

All the brushes have a terrain layer. (it hides when I uncheck "terrain" in the filters)




If I could find a way to delete them it would solve my problems ^^
I checked the layers, there is only one layer :/
Last Edit: April 23, 2016, 03:34:22 pm by fusorf
Marked as best answer by fusorf 10 years ago
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I can't think of a way to delete them all in one action.
//
Heres a long way that might work. Make backups first.
Select a brush and patch. File...Save as a prefab. open in notepad++ to see the difference between a brush and patch. Delete the patch.
Test prefab in radiant.
Then do the entire .map
//
Ive done a few cod1 maps to codwaw and it took longer to fix and re-texture than it would have to build it from scratch.
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Well, I'll just rebuild the map, thanks alot for your advices :)
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Out of curiosity could I have the file? I'd like to see if I could make a tool to delete all the terrains some how... Maybe not, but just curious. If it is easy to tell the the differences I could make a simple program to delete them all I would think.
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Out of curiosity could I have the file? I'd like to see if I could make a tool to delete all the terrains some how... Maybe not, but just curious. If it is easy to tell the the differences I could make a simple program to delete them all I would think.

Thank you MakeCents :) Fortulately I have solved my problem without having to recreate all the brushes.

If you are interested, here's how I've done it :
I selected some terrain faces, clicked on "File", "New map", and clicked "Yes" on the "Copy selection?" popup.
I saved it as "terrain.map" on my desktop. It looked like this :

Code Snippet
Plaintext
// brush 1
 {
  mesh
  {
  toolFlags splitGeo;
   caulk
   lightmap_gray
   2 2 16 8
   (
v 1649 652 334 t -632.62799 805.16302 0 0
v 1649 652 334 t -632.62799 805.16302 0 0
   )
   (
v 1673 682 357 t -622.401 813.13702 0 0
v 1625 662.5 342 t -632.62799 805.16302 0 0
   )
  }
 }

Then I did the same for a normal brush, one of the ones I wanted to keep. It looked like this :
Code Snippet
Plaintext
// brush 0
{
 ( 1739 520 124 ) ( 1675 520 124 ) ( 1675 512 124 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 1675 512 224 ) ( 1675 520 224 ) ( 1739 520 224 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 1675 512 224 ) ( 1739 512 224 ) ( 1739 512 124 ) berlin_wall_brick_clean_plain3 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 1739 512 224 ) ( 1739 520 224 ) ( 1739 520 124 ) berlin_wall_brick_clean_plain3 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 1739 520 224 ) ( 1675 520 224 ) ( 1675 520 124 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 1675 520 224 ) ( 1675 512 224 ) ( 1675 512 124 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}

So by using the search tools, I isolated where the terrain lines were in my .map
I was lucky, they were stored and forming about 3 groups. Deleting them cautiously without deleting any brush took me about 20 mins.

I want to thank everyone that helped me with this issues, and I hope it will help others  ;)
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Oh cool. I may still take what you posted here and make something just to have it, for no reason at all, other than I like to make stuff, lol. Once I make it, if anyone needs to do that again, it will only take half a second then.

 
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