
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
|
Posted: Aug 29, 2013 05:44 PM
Msg. 1 of 12
So i went to compile a map model and this is what tool says.
building intermediate geometry... building collision geometry... reducing collision geometry... building collision bsp... ###WARNING found nearly coplaner surface <red and green>. reducing collision bsp... verifying collision geometry... verifying collision bsp... building portals... building render geometry... ### The model shader material # cannot be used in the environment. (<-6 times when i only have three shaders) building subclusters... some shaders were of inappropriate types.
Like i said, i only have three shaders, including the sky, and all faces were assigned to a valid material number.
All debug says is 08.29.13 16:22:38 Couldn't read map file './toolbeta.map' 08.29.13 16:23:14 some shaders were of inappropriate types.
Once before it asked me to specify what type a shader was supposed to be, i set it to environment and reran, it's been doing this ever since.
Any advice or help is greatly appreciated. Also, i'm using max 2011 student version with bluestreak 1.0.1 jms exporter if that helps.
|
|
|

altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
|
Posted: Aug 29, 2013 06:07 PM
Msg. 2 of 12
CHECK THE NAME OF MATERIAL. The name of material must be the same as the shader you want to use. You have to avoid having different shaders with same names because tool might use wrong one.
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: Aug 29, 2013 06:22 PM
Msg. 3 of 12
Well, like the error says, you can't use shader_models on bsps. You have to use shader_environments. What's probably happened is that you have like "metal.shader_model" and "metal.shader_environment" and tool is finding the model shader first.
The 'material #' shader is something I have in my tags directory as well. If you've set up the materials on a previous model improperly, it might have asked you to choose the shader type for 'material #' and then you chose 'shader model'. Just delete that shader since it's not used for anything, and double check that all the faces in your map have a material on them (remember to check hidden faces as well)
|
|
|

grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
|
Posted: Aug 29, 2013 07:46 PM
Msg. 4 of 12
Quote: --- Original message by: UnevenElefant5 Well, like the error says, you can't use shader_models on bsps. You have to use shader_environments. What's probably happened is that you have like "metal.shader_model" and "metal.shader_environment" and tool is finding the model shader first.
The 'material #' shader is something I have in my tags directory as well. If you've set up the materials on a previous model improperly, it might have asked you to choose the shader type for 'material #' and then you chose 'shader model'. Just delete that shader since it's not used for anything, and double check that all the faces in your map have a material on them (remember to check hidden faces as well) Excellent. I must have type-o'd the shader type selection when it popped up. Thank you for helping me sort this out. And i didn't realize that it was telling me that the name of the shader was material #. So thanks, you guys. Only problem now is lightmaps aren't working o_O. "tool lightmaps levels\cliff-side\cliff-side cliff-side 0 0.9" Tool says- 08.29.13 18:45:02 tool pc 01.00.00.0609 ---------------------------------------------- 08.29.13 18:45:02 reference function: _write_to_error_file 08.29.13 18:45:02 reference address: 42ca20 08.29.13 18:45:02 Couldn't read map file './toolbeta.map' 08.29.13 18:45:02 i'm going to render debug lightmaps for cliff-side of levels\cliff-side\cliff-side, and i'll stop when red+blue+green = 0.900000. Hit control-c now if this isn't right. 08.29.13 18:45:05 WARNING: 1 clusters in structure_bsp levels\cliff-side\cliff-side have no background sound or sound environment. 08.29.13 18:45:05 start levels\cliff-side\cliff-side 08.29.13 18:45:06 0.000000 08.29.13 18:45:07 finished levels\cliff-side\cliff-side 08.29.13 18:45:07 done I'm using clear afternoon for the sky and lightmaps won't render anything. In sapien, the sky is a purple color, and the map itself is pitch black.
|
|
|

stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
|
Posted: Aug 29, 2013 11:43 PM
Msg. 5 of 12
Try a different sky, maybe your clear_afternoon tags are messed up. The "cluster without background sound" error isn't important at this stage. If no other sky tags produce lightmaps, check your sky material. Is it called +sky? Do you have that material applied to any faces of your BSP?
|
|
|

grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
|
Posted: Aug 30, 2013 11:09 AM
Msg. 6 of 12
I have tried different skies, but they didn't do anything. The problem i had was, building the bsp it replaced all of my shaders with material #.shader environment. So i opened the BSP and put them how i thought they went, i'll go switch and rebuild lightmaps until i get a result, and come back if that doesn't work. Thank you. Edited by grunt_eater on Aug 30, 2013 at 11:10 AM
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Aug 30, 2013 01:40 PM
Msg. 7 of 12
Quote: --- Original message by: stunt_man check your sky material. Is it called +sky?
|
|
|

grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
|
Posted: Aug 30, 2013 03:07 PM
Msg. 8 of 12
Yes. And even after switching the shaders around to get any possible combo, lightmaps still won't compile. I'm gonna try reexporting and compiling the BSP and see if that helps.
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: Aug 30, 2013 03:46 PM
Msg. 9 of 12
Make sure your map is also open to the sky.
If your map is just a cube with another cube outside of it with the +sky material, it still won't light since the light from the sky can't actually reach the inside of the map. E: ^I'm actually not sure about this, the map might still light, I don't really want to set it up just to check, but it's possible this is causing it.
What I would do right now is just make everything a simple material (like 'metal flat generic') and then pick one face to be +sky. Export it like that and run lightmaps, just to see what happens. Edited by UnevenElefant5 on Aug 30, 2013 at 03:47 PM
|
|
|

grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
|
Posted: Aug 30, 2013 04:39 PM
Msg. 10 of 12
Nothing. i think the problem is that i'm trying to work with max 2011's material editor and it's not assigning them right. I'm gonna try exporting as a .3ds. importing it to gmax, and then exporting as a .jms.
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Aug 30, 2013 05:27 PM
Msg. 11 of 12
Set the material editor to be "compact mode"
|
|
|

grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
|
Posted: Aug 30, 2013 05:48 PM
Msg. 12 of 12
i have. and i assigned the whole material list to the mesh, but it didn't show some of them so the only was i could get them to show was by actually going into the material and dragging the bitmap to the mesh. I think this may be my problem, but than again they all still had the material id number. So i don't know :/
|
|
|