Running Mental Beta1 - Bigfoot's come back

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

looks fullbright... too old school to know how to fix it

/where's that massive centerpiece tower... maybe a giant clocktower with working clock to seal the deal...

!
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

What's the compile settings?
bigfoot
Posts: 13
Joined: Fri Aug 11, 2006 9:30 pm

Post by bigfoot »

the compile settings are :

Code: Select all

q3map2.exe -meta - vis -light -super2 -patchmeta -skyfix "mymap.map" 

q3map2.exe -convert "mymap.bsp" 
i made a bat file like hipshot explained and i put my compile settings from radiant + the skyfix option for the sky.

EDIT : sorry wattro i don't understand what you mean by a massive centerpiece... :icon27:
maybe would be a good idea but i don't see the need of that kind of big brush work.
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

bigfoot: for the necessary compile switches please have a look here

Also you'll find some detailed explanations in this thread

Hope that helps.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

bigfoot: you don't use -fast? -light takes AGES without it. Won't make any difference regarding the fullbright though.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Yeah, those compile switches are off. You need to run q3map2 3 times in your batch file, once for bsp, once for vis, and once for light. You seem to have rolled them all into one.

You don't need to run -convert. It is only used to convert a map into some other kind of file, like an ASE model.

I think Hipshot suggested it above only in regards to creating a skybox model with Radiant, if you don't have a modeling program.

maz0r's link above should help.
[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]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

BTW, with ydnar's leet style skies, you can add the same colour fog as the skybox (that sandy colour) and that will give you the effect you need.
[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]
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

Hi, Bigfoot. Welcome back to the revamped version of Q3W. Nice to see you're still mapping. Hope you can get the problems with this one sorted so that I can try it some time.
bigfoot
Posts: 13
Joined: Fri Aug 11, 2006 9:30 pm

Post by bigfoot »

hey My dear old friend Anwulf ! Still in japan ?
I'm back from holidays, so i'll make a 2nd beta in the few days.

Thanks for your post
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