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et_cg
July 28th, 2007, 03:51 PM
Update: Check out page 3 (http://www.h2vista.net/forums/showthread.php?t=4619&page=3). It explains more...


Building Havok representation for bsp...
starting *cough cough*\*cough cough\*coughcoughcough*...
Finished loading scenario in 00:18:55 [h:m:s] (00:18:55 [h:m:s] total)
- mem (used= 251.21MB, free= 957.40MB)
finding checkerboard sky surfaces...done
processing scenery objects
done processing scenery objects
NUG BUILD: built a grid with 368 triangles and 1 elements
made 968 cells and 3420 designators (5346 duplicated cells)
mean ratio of 1.717928 designators per occupied cell
Finished processing geometry in 00:00:39 [h:m:s] (00:19:35 [h:m:s] total)
- mem (used= 272.20MB, free= 936.41MB)
deleting unneeded tags...done!
built 5 light managers
Finished casting photons in 00:00:00 [h:m:s] (00:19:35 [h:m:s] total)
- mem (used= 272.23MB, free= 936.39MB)
Finished computing r.e. entries in 00:00:00 [h:m:s] (00:19:35 [h:m:s] total)
- mem (used= 272.23MB, free= 936.38MB)
Finished rasterizing in 00:00:05 [h:m:s] (00:19:40 [h:m:s] total)
- mem (used= 272.07MB, free= 936.54MB)
writing out 0 buckets...

So I'm working on *cough cough* for Halo 2 Vista... And I'm getting to this point;

"writing out 0 buckets..."

Then it fails. The program stops responding and I have to choose whether I want to close and report it, or just close it.

Any ideas as to why it :fail:'s here?

et_cg
July 28th, 2007, 05:13 PM
I'm still continuing to figure this problem out. If anyone has any idea, or would be willing to help. I'd gladly appreciate it.

et_cg
July 28th, 2007, 07:44 PM
It was on Checkerboard.

I'm going to try to run it on the highest quality. This will be all night... X_X

jngrow
July 28th, 2007, 08:11 PM
did you do anything "weird" with your map?

et_cg
July 28th, 2007, 08:12 PM
Define "weird," please.

Skyline
July 28th, 2007, 08:27 PM
Define "weird," please.
Did it ever work before, if it did what changes did you do before this happened.

BTW, that must be a big map for it to take 19 mins just to compile on the lowest setting.

et_cg
July 28th, 2007, 08:36 PM
Did it ever work before, if it did what changes did you do before this happened.

BTW, that must be a big map for it to take 19 mins just to compile on the lowest setting.

It's my first attempt to get it in. Well, one of my countless first attempts.

It's lying when it says 19 minutes, I must've been using up the resources while it was running. I was just getting it through that time for reference. The first couple times I ran checkerboard it took under two minutes.

I've been running the lighting on Super, for the past two hours, and its at 22.5% on rasterizing. From what it looks like, is that this won't do much for it, because the checkerboard failed after rasterizing, too. :(

Skyline
July 28th, 2007, 08:41 PM
Try going to the one just above checkerboard, there's no point in using the high setting unless its the final.

et_cg
July 28th, 2007, 08:51 PM
Same result:

It fails. Just took longer this time. (Light= Direct Only)

jngrow
July 28th, 2007, 08:58 PM
well, ive never seen that error before.. PM bum?

Skyline
July 28th, 2007, 09:03 PM
Try making a box link it to your b_levelroot, put the +sky on one side and then try compiling that and see if you get the same error.

et_cg
July 28th, 2007, 09:14 PM
Okay, I'll go ahead and do that...


Rawrrr.

It worked.

et_cg
July 28th, 2007, 09:20 PM
It won't light this box though... Argh. It compiled, into a scenario and whatnot. But it won't light.

EDIT:

here's some info


Lighting bwp of c:\program files\microsoft games\halo 2 map editor\tags\scenario
s\portal_box_test\bwp
5000000 photons
0 monte carlo samples per pixel
Hit control-c now if this isn't right.
Lightmap job started at 07.28.07 19:20:21.702
Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
- mem (used= 0.00MB, free= 892.61MB)
failed to load scenario 'c:\program files\microsoft games\halo 2 map editor\tags
\scenarios\portal_box_test\bwp'
the following tags were missing:
c:\program files\microsoft games\halo 2 map editor\tags\scenarios\portal
_box_test\bwp.scenario
c:\program files\microsoft games\halo 2 map editor\tags\scenarios\portal
_box_test\bwp.scenario
--------- lightmap stats ---------
photons cast: 0
raytests from photons: 0 (0.00)
calls to find_photons: 0
raytests from find_photons: 0 (0.00)
calls to compute_light_value: 0
sun tests: 0
sun raytests: 0 (0.00)
point light tests: 0
point light raytests: 0 (0.00)
surface light tests: 0
surface light raytests: 0 (0.00)
indirect radiance raytests: 0 (0.00)
Press any key to continue . . .

Skyline
July 28th, 2007, 09:25 PM
failed to load scenario 'c:\program files\microsoft games\halo 2 map editor\tags
\scenarios\portal_box_test\bwp'
the following tags were missing:
c:\program files\microsoft games\halo 2 map editor\tags\scenarios\portal
_box_test\bwp.scenario
c:\program files\microsoft games\halo 2 map editor\tags\scenarios\portal
_box_test\bwp.scenario
Looks like the scenario was missing that time?

et_cg
July 28th, 2007, 09:28 PM
Nope, here's a picture:

http://img257.imageshack.us/img257/2253/windowrawrdh2.jpg

And another... (From Guerilla)

http://img519.imageshack.us/img519/4444/guerillaxs8.jpg


EDIT: I've had this happen before, but it was involving UAC I believe.

Skyline
July 28th, 2007, 09:31 PM
No.... you named the .scenario files differently from the .ass file which is bwp?

et_cg
July 28th, 2007, 09:34 PM
It's referencing correctly in the tags, though.

EDIT: I'm retarded.

Skyline
July 28th, 2007, 09:36 PM
It said the bwp.scenario was missing. I don't think the BSP tag references the scenario tag, nothing does... the scenario tag references the BSp tag.

et_cg
July 28th, 2007, 09:38 PM
Now what about the other problem I'm having? Not this recent one. lol

et_cg
July 28th, 2007, 10:10 PM
Well, to just see it in Sapien, I gave it one of my other level's lightmaps. And it's looking lovely.

I guess letting out my little secret wouldn't hurt.





http://img257.imageshack.us/img257/3765/sidewinderrawrra4.jpg

I'm basically converting a couple Halo 1 MP maps, and I figured I'd do Sidewinder and get it right. Having this problem, though, really deters my progress.

My plan is after I get a couple of conversions done, and a good set of shaders, I'll go ahead and release the shaders to the public, with what I learned about it all.

My hope was to help extend the support to new people, and others who are just too lazy to make their own.

et_cg
July 28th, 2007, 11:32 PM
Now this is pretty messed up. Sorry for the bump.

I, uh, can't package this map now. It gets to the 40th bitmap and fails. It fails the same way it does for the lightmap of this level.

Argh.

I fail. :saddowns:

jngrow
July 29th, 2007, 02:19 AM
:'( sidewinder looks sexy tho.

et_cg
July 29th, 2007, 03:52 AM
ERROR NUMBER TWO FOUND!

You can blame it on Kornman... I didn't realize that the bitmaps that I had from his pack were in fault for the Map Packaging. I still love you, though.

As for the first error, even after reinstalling the Map Editor... It won't get past "writing out 0 buckets..." :saddowns:

Kornman00
July 29th, 2007, 05:37 AM
I thought it was a forum wide factoid that you had to uncheck "UNUSED" ;p?

boltdwright
July 29th, 2007, 10:47 AM
great job on the remake et_cg. Cant wait to play it!

Roostervier
July 29th, 2007, 10:48 AM
I thought it was a forum wide factoid that you had to uncheck "UNUSED" ;p?
I hope it is now, because I, too, had thought everyone was picking up on that.

Sorry to say it, but you reinstalled for nothing. D:

Skyline
July 29th, 2007, 10:59 AM
I played this with one of my friends, I would suggest not putting in the tanks; I owned him 25 - 3, too wide open of an area.

et_cg
July 29th, 2007, 11:51 AM
I thought it was a forum wide factoid that you had to uncheck "UNUSED" ;p?

I had read about the error with the tags from your Zanzibar thread... But I really forgot about it. Because at the time I didn't have the bitmaps in my folders.


Sorry to say it, but you reinstalled for nothing. D:

The reinstall just took 120% less time than unchecking 3240 bitmap files by hand.

Still, is there anybody who has an idea about what's going on with my empty buckets?

Roostervier
July 29th, 2007, 12:08 PM
I had read about the error with the tags from your Zanzibar thread... But I really forgot about it. Because at the time I didn't have the bitmaps in my folders.



The reinstall just took 120% less time than unchecking 3240 bitmap files by hand.

Still, is there anybody who has an idea about what's going on with my empty buckets?
Well, all you have to do is uncheck them as you go, only when it is required.

Also, I am afraid not D:

Could you take a picture of what this looks like in max? I can only think it would be something in it.

et_cg
July 29th, 2007, 12:51 PM
Well, all you have to do is uncheck them as you go, only when it is required.

Also, I am afraid not D:

Could you take a picture of what this looks like in max? I can only think it would be something in it.

I was unchecking one's as I went, and it still would fail. >_<, oh well... The reinstall took less time, and it packages, so I'm happy.

Sure, here's a couple:

http://img102.imageshack.us/img102/7524/perpectivelandscapevr5.jpg

http://img297.imageshack.us/img297/8892/topdowninnerhallwaysxq0.jpg

http://img297.imageshack.us/img297/9769/behindbasesnw0.jpg

http://img262.imageshack.us/img262/333/topdownperspectivexg2.jpg

And a render of almost the same shot.

http://img238.imageshack.us/img238/1690/topdownrenderck7.jpg


Any ideas?

Roostervier
July 29th, 2007, 12:54 PM
Damn... not really. I don't see what could be the problem. Maybe it's the sky tag, I don't know. :\

[edit] Maybe move the levelroot out of the level? I always place mine outside of my level. =p

et_cg
July 29th, 2007, 01:15 PM
Damn... not really. I don't see what could be the problem. Maybe it's the sky tag, I don't know. :\

[edit] Maybe move the levelroot out of the level? I always place mine outside of my level. =p


My reasoning for the levelroot, was because SuperSunny had suggested it to somebody before...

Here's a quote...


The frame linking system is the same. Basically you like your level to a frame object (it can be any shape, anything, in any location, but I say put it inside your level geometry, because that's where the default camera spawns in Sapien). Just link your level to it, like normal (frame blahblah).

I'm going to go ahead and try moving it outside of the level... but to be honest, I don't see how it could just affect lightmaps. *tests*

For now, the map works with my other map's lightmaps (fin), and packages correctly, so it's in-game.

Doesn't need any portals either (runs smooth as a babys bottom), though I'll add them later.

et_cg
July 29th, 2007, 01:25 PM
Same error... sadly. :(

Do you think I'd have to rebuild the BSP from the ground up? (I mean just unassign all the materials, import to a new scene, make new shaders, re-export)

Roostervier
July 29th, 2007, 01:28 PM
Hmm, my camera spawns where ever I was when I had saved it. Oh well =p.

et_cg
July 29th, 2007, 01:31 PM
So my main concern right now is:

Should I just re-do it? I'm thinking I just might have to... but that will have to wait until I finish my paper. Argh.

boltdwright
July 29th, 2007, 02:00 PM
Whats that big wall that goes straight up on the outside of the map?

Skyline
July 29th, 2007, 02:11 PM
That's the part where the sky will show up. Usually has the +sky material on it.

et_cg
July 29th, 2007, 03:04 PM
Okay, well... I'm re-evaluating Sidewinder's current stand, and I've came to a conclusion that it needs to be reworked.

I've got a new skybox worked out for it. It looks better, and allows for the ol' Halo 1'ish "look im out of the map" type deals. Where people could walk around on top of the cliffs.

Here's a picture. (Not like it matters or anything. :/)

As for portals, I'm just having a tid-bit of trouble with them, so I'll just continue to search for fixes.

Old Sapien Shot:

http://img516.imageshack.us/img516/616/sidewindersexyqi7.jpg

New Skybox:
(not like it matters to you guys, but...)
http://img402.imageshack.us/img402/5600/sidewinderfixmbio0.jpg

et_cg
July 29th, 2007, 04:19 PM
I keep multi-posting, but it's only because whatever problem I'm having now, I'm trying to stamp out, and keep progress on it. I'll post a re-cap when I'm done...

Anyways;

after rebuilding (reworking shaders, and the skybox), I noticed this error:


### ERROR importing with older tool version 11081 (was 11091)

At the top of tool, when it first comes up. Anyone else having this problem?

After getting my hopes up, tool still fails... Maybe I'll try getting portal's working now.

UPDATE;

After fidling with it for a bit, I've discovered that this error that's appearing is not allowing the BSP to compile. Other BSP's still compile. But it's only this one that is recieving this error. :sad:

Zeph
July 29th, 2007, 05:18 PM
Okay, well... I'm re-evaluating Sidewinder's current stand, and I've came to a conclusion that it needs to be reworked.

I've got a new skybox worked out for it. It looks better, and allows for the ol' Halo 1'ish "look im out of the map" type deals. Where people could walk around on top of the cliffs.

Here's a picture. (Not like it matters or anything. :/)

As for portals, I'm just having a tid-bit of trouble with them, so I'll just continue to search for fixes.

Old Sapien Shot:

http://img516.imageshack.us/img516/616/sidewindersexyqi7.jpg

New Skybox:
(not like it matters to you guys, but...)
http://img402.imageshack.us/img402/5600/sidewinderfixmbio0.jpg

Wasted polies. If you're going to do the skybox like that, turn it into a triangle.

et_cg
July 29th, 2007, 05:53 PM
I coned it. Thanks for the tip. I really never did that for any of my bsps. I guess I cared too much for what other people didn't see, but since they don't see it, who cares... lol

Uhm and as for Portals, I tried exporting with just some of the portals seen here:

http://img407.imageshack.us/img407/7663/coneskyboxpartialportalqm2.jpg

And I'm still getting that one error. The error below:
### ERROR importing with older tool version 11081 (was 11091)

et_cg
July 29th, 2007, 07:38 PM
Fixed, but without portals.

http://www.h2vista.net/forums/showthread.php?p=112031#post112031

Roostervier
July 29th, 2007, 08:08 PM
I always placed my map in multi any how, I thought that way it would be more organized =p. I suppose it figures thats where the errors come from.

et_cg
July 29th, 2007, 08:10 PM
I always placed my map in multi any how, I thought that way it would be more organized =p. I suppose it figures thats where the errors come from.


I just wanted to keep the maps old school.

At least the shaders/bitmaps can go in any directory.

Roostervier
July 29th, 2007, 08:19 PM
I just wanted to keep the maps old school.

At least the shaders/bitmaps can go in any directory.
Heh, yeah. Well, I am glad you made a topic on it. It would be great for future reference.

et_cg
July 29th, 2007, 08:44 PM
Heh, yeah. Well, I am glad you made a topic on it. It would be great for future reference.

If there's any problem you've faced before, go ahead and put it's solution you've found there in that thread.

Tweek
July 30th, 2007, 06:12 AM
Wasted polies. If you're going to do the skybox like that, turn it into a triangle.

+sky material doesnt get rendered, and doesnt take resources.
adds a teensy bit to the map size due to geometry data thoug.

but stuff that doesnt get rendered, takes no resources to render duh.