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Errors during map compile

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Created 10 years ago
by Erday_
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I get some errors in my console when I try to compile my map. Any help?

File Handles:
----------------------
27018 files in iwd files
Loading map file D:\Steam\steamapps\common\Call of Duty World at War\map_source\MAPNAME.map
ERROR: in map: D:\Steam\steamapps\common\Call of Duty World at War\map_source\MAPNAME.map
ERROR: Entity 330 misc_prefab at (-1048 -800 440) has no model
ERROR: Prefab '_prefabs/default_missing_prefab.map' not found
**********************
******* leaked *******
**********************


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u can go to those coordinates in radiant by clicking misc...go to position.
//
the "leak" error is because you have a brush/model/patch/light outside your skybox or have no skybox at all. Make a larger skybox or move the brushes inside.
//
To make a skybox if you deleted yours by mistake.
Press 4. Drag a box with "caulk" texture around your map. Press the hollow button in the radiant toolbar. Apply a "sky" texture to the inside faces of the hollowed caulk box.

Compile.
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u can go to those coordinates in radiant by clicking misc...go to position.
//
the "leak" error is because you have a brush/model/patch/light outside your skybox or have no skybox at all. Make a larger skybox or move the brushes inside.
//
To make a skybox if you deleted yours by mistake.
Press 4. Drag a box with "caulk" texture around your map. Press the hollow button in the radiant toolbar. Apply a "sky" texture to the inside faces of the hollowed caulk box.

Compile.
i don't know what skybox your making but for proper ones and animated ones right misc model and search for sky_ and you will see all available skyboxes and there animated

Double Post Merge: February 01, 2016, 09:47:43 am
Also for the leaked to become fixed put a chaulk box around your map and hollow it out
Last Edit: February 01, 2016, 09:47:43 am by Rorke
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i don't know what skybox your making but for proper ones and animated ones right misc model and search for sky_ and you will see all available skyboxes and there animated

Double Post Merge: February 01, 2016, 09:47:43 am
Also for the leaked to become fixed put a chaulk box around your map and hollow it out

Not sure how you've been doing it, but I just open up KVP's for the worldspawn, and enter "skyboxmodel", with the value of my skybox..
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Not sure how you've been doing it, but I just open up KVP's for the worldspawn, and enter "skyboxmodel", with the value of my skybox..
i just stick with easiest option
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i just stick with easiest option

You are doing it wrong.

Skybox has lots of different things associated with it.
The radiant texture filters the light during compile. It also gives launcher/compiler boundaries when compiling so it doesn't take forever.
The worldspawn skybox is in puddle/gun reflections.
The _patch reference to a skybox has something to do with glow/bloom and its also the skybox you see in radiant when you hide the caulk skybox.
I might have mixed the order up but if you make 3 different skyboxes and compile you will see where/why/what each one does and each one can change the look of a compiled map.
//
Or skip all that and make skyboxes this way.
Copy and paste raw/techset/wc_sky rename to mc_sky. Now u can include a standard 6 image skybox through asset manager. Google has lots of free skyboxes.
6x12mb tga textures will convert into a 12mb .iwi file.
Export a skybox. Import into maya. Paint verts white then export. Open skybox xmodel and change the material to your skys material in asset manager. Convert model. Add xmodel,skyboxname to your _patch. Add it to worldspawn in radiant. Apply the texture to inside faces of caulk skybox in radiant.

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That's good if you like the image limit
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That's good if you like the image limit

Bruh, you wont hit image limit that fast :please:
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That's good if you like the image limit
Don't be a stooge.
Its a single image after it's converted. Read my first post.
"6x12mb tga textures will convert into a 12mb .iwi file."
//
Just realized I never posted gdt settings.
//
Here is a set of gdt sky settings that will work for you. They are almost identical to the q3shader manual but for waw.

Asset manager will prompt you with an _extension to add to each material name. They are usually labeled already.

Ex skyboxmaterial_ft.tga


Surfacetype none
Materialtype sky
Sort sky
Usage sky

Nopicmip
Nomipbilinear

Surfaceparms (bottom of asset manager material settings)
Noimpact
Nomarks
Nodrop
Nolightmap
Nodynamiclight
Nocastshadow
NoRcvDynShadow
Nofog
Sky
//
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Don't be a stooge.
Its a single image after it's converted. Read my first post.
"6x12mb tga textures will convert into a 12mb .iwi file."
//
Just realized I never posted gdt settings.
//
Here is a set of gdt sky settings that will work for you. They are almost identical to the q3shader manual but for waw.

Asset manager will prompt you with an _extension to add to each material name. They are usually labeled already.

Ex skyboxmaterial_ft.tga


Surfacetype none
Materialtype sky
Sort sky
Usage sky

Nopicmip
Nomipbilinear

Surfaceparms (bottom of asset manager material settings)
Noimpact
Nomarks
Nodrop
Nolightmap
Nodynamiclight
Nocastshadow
NoRcvDynShadow
Nofog
Sky
//
ill have to try this later being at my sisters don't really help she thinks it's ignorant
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ill have to try this later being at my sisters don't really help she thinks it's ignorant

I think you mean "oh shit im definitely wrong and don't have a response..."
//
Just joking rorke. If it doesn't work just send me a pm.
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I think you mean "oh shit im definitely wrong and don't have a response..."
//
Just joking rorke. If it doesn't work just send me a pm.
lol still not got around to doing this damn
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You are doing it wrong.

Skybox has lots of different things associated with it.
The radiant texture filters the light during compile. It also gives launcher/compiler boundaries when compiling so it doesn't take forever.
The worldspawn skybox is in puddle/gun reflections.
The _patch reference to a skybox has something to do with glow/bloom and its also the skybox you see in radiant when you hide the caulk skybox.
I might have mixed the order up but if you make 3 different skyboxes and compile you will see where/why/what each one does and each one can change the look of a compiled map.
//
Or skip all that and make skyboxes this way.
Copy and paste raw/techset/wc_sky rename to mc_sky. Now u can include a standard 6 image skybox through asset manager. Google has lots of free skyboxes.
6x12mb tga textures will convert into a 12mb .iwi file.
Export a skybox. Import into maya. Paint verts white then export. Open skybox xmodel and change the material to your skys material in asset manager. Convert model. Add xmodel,skyboxname to your _patch. Add it to worldspawn in radiant. Apply the texture to inside faces of caulk skybox in radiant.

This I did not know, thanks for sharing, your knowledge of the mod tools is unparalleled sir +1.

Ignore Rorke he's not the sharpest knife in the draw. ::)

 
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