Q3 map loading problem

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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tubos
Posts: 5
Joined: Mon Jul 10, 2006 11:54 am

Q3 map loading problem

Post by tubos »

As a newbie created a map with gtkradiant.

Then i need to test launch the map in Q3 by entering:

/devmap test1 <enter>

Quake 3 says it "cannot find the test1.bsp"

but my map is called test1.map

what am i doing wrong?
TIA
Fjoggs
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Post by Fjoggs »

/sv_pure 0
H.Reaper
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Post by H.Reaper »

in gtk, select in the bsp menu, one of the Q3map2 (test) line.

one time it is compiled, do what Fjoggs told.
Requiem AA
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tubos
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Post by tubos »

Thx ; it finally works.

How do i make my .map into a pk3 file?

i dont use extra textures, sound or whatever.

just the plain .map file.

tia
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

put in in a folder called 'maps'

zip the entire folder, and rename the extension .pk3
obsidian
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Post by obsidian »

Also include an arena file and a levelshot of your map.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
H.Reaper
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Post by H.Reaper »

tubos wrote:Thx ; it finally works.

How do i make my .map into a pk3 file?

i dont use extra textures, sound or whatever.

just the plain .map file.

tia
You must be aware that it's not the .map that is used by Q3 engine. .map is only used by GTKRadiant to build the map, then when you compile the .map i creates a .bsp which is used by the Q3 engine.

This is the .map that you got to put in ur .pk3
Requiem AA
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tubos
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Post by tubos »

Thx for now , some more nubie questions :p if i may :

- where do i get the .aas file of can i copy from another pk3 ?

- with the light entity what are the values for dark and max light?

- How can i make a one walkthrough hidden secret wall?

TIA
H.Reaper
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Post by H.Reaper »

You must create the .aas, but, i don't remember if Q3map2 can do that or if you still need the .aas ^^
wait for someone who is currently working on the Q3engine to know.


There is no values ofr dark and max light, you'll have to try yourself, it depends on the area the light is placed, on how many lights, on the textures..;


precise your last question.
Requiem AA
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tubos
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Post by tubos »

Hope this explains last question better:

I'd like to make a secret area , that you can enter by

walking through a secret wall wich looks normal.

Once inside the secret area you should be able to look

through the same wall to the area you just came from.
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Foo
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Post by Foo »

You can do that with a patch mesh.

See the tutorials on how to make curves. Once you learn that, just make a non-curved patch mesh with a 'trans' texture. it will only be visible from one side, and the trans texture will enable players to walk through it.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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obsidian
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Post by obsidian »

You should really read through the sticky threads and tutorials. The very basics are all mentioned there.

Although outdated, the GtkRadiant manual will offer a lot of other insights and general information as well.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
foralarx2k3
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Joined: Wed Feb 01, 2006 9:56 pm

Post by foralarx2k3 »

welcome tubos,

try these two rather splendid online tutorials. They have got me started:-

Bubba's mapping tutorials
Donkey's Tutorials

Hope they help.

Regards

Fora.
tubos
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Joined: Mon Jul 10, 2006 11:54 am

Post by tubos »

:icon17:

Thx a lot

I know its an old game but i still enjoy it a lot
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