Help Requested Regarding CoDRadiant



> > >

2 users like this:
3 months ago
Ormego Killuminati Czech Republic
Send PM
Hello guys,

I am working on a project that would reconstruct Camp Toccoa Training Mission for multiplayer purposes and make it more interesting & playable by unlocking outer camp, inserting new pathways and adding more objects. However, the process is stuck at the .map > .bsp compiling process and many errors won't let me create the .bsp file, which I wish to have created, so I can beta-test the map.
I have seen that user "Expert" is an expert regarding map modding & design, so it would be lovely to get a advice from him, as I think he knows, what needs to be done, but more or less, you are also welcome to help of course.

Problem: suing by the info popping up in cmd window during compiling process, the problems will be mainly with some shaders and collisions.

ormego_1526525649.png
1 user likes this:
3 months ago
<(*.*<)(^*.*^)(>*.*)>piecka Poland
Send PM
giphy.webp
3 months ago
Ormego Killuminati Czech Republic
Send PM
Let me add one more thing: I managed to get to the end of the process and there was message regarding one of the brushes, that "lightmap allocation failed". Maybe this info will help you find the help and solution for me.
2 users like this:
3 months ago
[v1G] TheGoog! Austria
Send PM
I guess it needs some time because expert isnt very active
3 users like this:
3 months ago
Crazypanzer United States
Send PM
The big factor here that's preventing you from getting a .bsp is the "leaked" error. This means that your map's skybox isn't completely connected, non-existent, or you accidently put a non-structural brush outside of it. Fix that and you'll likely get a .bsp file.

Also your lightmap allocation error could mean you'll see weird shadows on a brush or could mean nothing tbh, depends on how the compiler ends up handling the final result. All those degenerate brushes lead me to think you may not be using "snap to grid" which can cause a whole lot of errors in COD1 mapping if you are.
3 months ago
Ormego Killuminati Czech Republic
Send PM
Crazypanzer, thank you for structured answer. I was digging out a little and I found a cause of the lightmap error: it is massive Caulk brush under the map. I made a new "debug map file" with deleted Caulk undermap surface and it is not causing any lightmap error now, but a new error of "degenerate triangles", which I am dealing now.
I have researched something about Caulk function and I understand its purpose a little, but let me ask one more thing, just to be sure:

Is it okay to delete Caulk surface under the map, since it's not visible through normal gameplay for a player or should it be there in every case?
3 months ago
Jump*it.slon** Cuba
Send PM
Ormego wrote:
Is it okay to delete Caulk surface under the map, since it's not visible through normal gameplay for a player or should it be there in every case?
I have no idea about your concern, but maybe try to delete it ( ofc saving the backup) and test if there's any error caused by deleting that
3 months ago
Ormego Killuminati Czech Republic
Send PM
Okay guys, let me thank you for your support. I have decided to do it the hard way: starting from scratch.
I found out that in case of any map, SP or MP, there will be same problems that I faced in case of Training map. Only way for me was to import all models and textures into brand new map and finish the rest by myself.
Jumpit.slon: I deleted the Caulk and gameplay was fine and not laggy, after I compiled little testing .bsp with small section of map.
Please sign in or create an account to post an answer.