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Messages - morphiac

How do I select individual objects in a prefab?
7 years ago
Thanks!, +1
7 years ago
Thank you! Guess I formatted my drives and reinstalled on C drive for nothing!
7 years ago
Thanks. Where do I find the leakfile, and what do I do with that info? Also, why do leaks happen?

Double Post Merge: December 02, 2016, 09:31:27 pm
Sorry for the double post I couldn't find the edit option...

I figured it out but how do I fix the object? How do I prevent this from happening? It keeps happening when I try to add a skybox.

Double Post Merge: December 02, 2016, 09:39:18 pm
Also I'm not finding anything at these locations and they are changing everytime I try and load the map.

Double Post Merge: December 03, 2016, 02:26:13 am
This is happening on all of my maps now. Each time the leaks are in random points and never line up with any of the objects in my map. Could this be an issue with installing the game/modtools on an a different drive than program files?
7 years ago
Everytime I compile my map for testing I get the following error, but the map still runs. It is slowing down my progress because I have to wait several minutes each time I want to load my very miniscule test map.

Code Snippet
Plaintext
D:\Steam\SteamApps\common\Call of Duty Black Ops III\\gdtdb\gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 1.478 sec

gdtDB: successfully updated database.

D:\Steam\SteamApps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom D:\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_biomes.map D:\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_biomes.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 2548048
 Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
D:\Steam\SteamApps\common\Call of Duty Black Ops III\share\devraw
D:\Steam\SteamApps\common\Call of Duty Black Ops III\bin\devdiscdata
D:\Steam\SteamApps\common\Call of Duty Black Ops III\bin\devraw
D:\Steam\SteamApps\common\Call of Duty Black Ops III\bin\raw
D:\Steam\SteamApps\common\Call of Duty Black Ops III\share\raw
D:\Steam\SteamApps\common\Call of Duty Black Ops III\bin\discdata
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\devdiscdata
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\devraw
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\raw
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\discdata
D:\Steam\SteamApps\common\Call of Duty Black Ops III\bin\main
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\main
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\players
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\zone
D:/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file D:\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_biomes.map
Layer '000_Global/No Comp' ignored

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

**********************

******* leaked *******
**********************


================================

WROTE BSP LEAKFILE: D:\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_biomes.lin

================================


finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...

finished in 190 seconds

removing occluded winding fragments...

finding sun shadow casters...

splitting large windings...
merging into concave windings...

finished in 47 seconds

fixing t-junctions...

tethering holes to their concave windings...


finding index mapping and snapping vertices...


triangulating all windings...

0 self-tjunctions fixed
0 degenerate tris removed

smoothing normals...

emitting triangles...

0 vertices couldn't be merged because the textures point different ways

finished in 6 seconds
emitting cells and portals...

building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 0 brush sides
elapsed time 0 seconds
Finished processing world entity


Ignoring empty brush model entity
Map D:\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_biomes.map entity 2

splitting up large himip volumes...

    surfCount went from 36 to 52

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0

begin navmesh generation...

Umbra Tome Triggers: 0 total



tome "__default__", UMBRA volume NOT set - defaulting to = -1000000.0,-1000000.0,-1000000.0 ---> 1000000.0,1000000.0,1000000.0
UMBRA smallest_occluder=72.000 small_hole=4.000
removed 0 duplicate triangles from set of 3356 - 0.0 seconds
generating Nav Mesh ...
Removing tiny boundary edges...

 
done - 27.0 seconds
generating Nav Volume size layer 1 ...
 
done - 2.3 seconds
generating Nav Volume size layer 2 ...
 
done - 0.3 seconds

Writing D:\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_biomes_navmesh.hkt

Writing D:\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_biomes_navvolume.hkt
navmesh generation took 29.9 seconds
Writing D:\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_biomes.d3dbsp
  279 seconds elapsed
main: 278.823 secs

D:\Steam\SteamApps\common\Call of Duty Black Ops III\\bin\radiant_modtools.exe -ledSilent +high +localprobes +forceclean +recompute D:\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_biomes.map

LED Exported for D:\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_biomes.map

D:\Steam\SteamApps\common\Call of Duty Black Ops III\\bin\linker_modtools.exe -language english -modsource zm_biomes

Linking "zm_biomes" (usermaps\zm_biomes stable 2535893 v593):
processing...
Converting image i_t7_zm_chalk_buy_cqw_c

Load 1024x512 (1024x512) Expand .. Mipmap .......... Compress BC7_SRGB .......... Save
Converting image i_t7_zm_chalk_buy_m8a4_c

Load 1024x512 (1024x512) Expand .. Mipmap .......... Compress BC7_SRGB .......... Save
Converting image i_t7_zm_chalk_buy_shiva_c

Load 1024x512 (1024x512) Expand .. Mipmap .......... Compress BC7_SRGB .......... Save
UmbraConvert: smallest_occluder=72.000 small_hole=4.000
[13:33:10] INFO: T: 288 O: 72 H: 4 B: 50
[13:33:10] INFO: Tile grid 27784x27784x27784 (at -13892,-13892,-13892) created for scene: 2116 tiles (0 empties not included) in 0.048 seconds
WARNING: SN-DBS is not installed, tome will be compiled locally
WARNING: SN-DBS service is not running, tome will be compiled locally
UmbraConvert: fetching tiles with 6 worker threads
[13:33:10] DEBUG: Total allocations 9314, peak 68 (size 19 kB 366 B)
[13:33:10] DEBUG: Total allocations 10223, peak 56 (size 18 kB 86 B)
[13:33:10] DEBUG: Total allocations 9135, peak 47 (size 16 kB 118 B)
[13:33:10] DEBUG: Total allocations 9288, peak 48 (size 15 kB 466 B)
[13:33:10] DEBUG: Total allocations 10921, peak 341 (size 298 kB 362 B)
[13:33:10] DEBUG: Total allocations 10362, peak 55 (size 16 kB 514 B)
UmbraConvert: 0.550 seconds to fetch tile inputs
UmbraConvert: computing 0 tiles
[13:33:10] INFO: Strict view volumes: no
[13:33:10] INFO: Filtered 5/6 inside clusters
[13:33:10] INFO: Filtered 1022/1023 global clusters
[13:33:10] INFO: 3936/4958 cells reachable after global analysis
[13:33:12] INFO: collapsed leaf tiles 2116 => 50
[13:33:12] INFO: Generating LOD tiles using 6 threads
[13:33:13] INFO: Connecting LOD tiles
[13:33:13] INFO: Compressing lists
[13:33:13] INFO: Average index range size: 26.70
[13:33:13] INFO: object list: 568 B, cluster list: 204 B
[13:33:13] INFO: created tome with 99 tiles, 93 targets and 0 gates
UmbraConvert: 2115 tiles loaded from cache
UmbraConvert: finished processing tiles in 0:2
[13:33:13] DEBUG: Total allocations 2645319, peak 59088 (size 16 MB 862 kB 343 B)
done: 0m14.72s

Linking "en_zm_biomes" (usermaps\zm_biomes stable 2535893 v593):
processing...
done: 0m3.00s

D:\Steam\SteamApps\common\Call of Duty Black Ops III\\BlackOps3.exe +set fs_game zm_biomes +devmap zm_biomes
7 years ago
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