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Map building in radiant stops during full-compile

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Created 7 years ago
by KhaosApache
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Location: ca
Date Registered: 12 September 2013
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Hey everyone, I've been making some decent progress on my first map but I've hit a snag and I'm kinda stuck, when I try to render the map out in radiant I get this log...

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 2.211 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_arcadia.map D:/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/zm/zm_arcadia.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 2642364
 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_arcadia.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_arcadia.lin

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


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

splitting large windings...
merging into concave windings...
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
emitting cells and portals...

building curve/terrain collision...

Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 32 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_arcadia.map entity 21

splitting up large himip volumes...
    surfCount went from 64 to 70

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0


Umbra Tome Triggers: 0 total



begin navmesh generation...
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

Ever since the update I did today, I can't fully compile any maps, not even the test map currently, but the map files are all intact, any help would be greatly appreciated!
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Please take a look at the video below. It explains the issue in full and gives a work around. You can use MakeCents' launcher and that will compile fine. As of 5/25 there was yet another update to the mod tools that may have fixed the issue but I have not tested it to see for sure.

http://www.youtube.com/watch?v=H2YoOVJ3kms

 
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