Q3 .aas HELP ME

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R1c0
Posts: 18
Joined: Sat Aug 26, 2006 5:23 pm

Q3 .aas HELP ME

Post by R1c0 »

I'm havin' some troubles when I will create .aas files, they just don't create, seems the bspc don't work with q3map2 2.5.8, appears it:

________________________ BSPC -bsp2aas (bot nodelist) ________________________


note: this console may not display the program output before it's terminated
C:\Quake3/baseq3> "C:\Arquivos de programas\QuArK\q3map_2.5.11_win32_x86\bspc.ex
e" -bsp2aas ../tmpquark/maps/tqtest.BSP -output ../tmpquark/maps

Opened log bspc.log
BSPC version 1.2, May 20 1999 13:46:31 by Mr Elusive
bsp2aas: ..\tmpquark\maps\tqtest.bsp to ../tmpquark/maps\tqtest.aas
ERROR: unknown BSP format IBSP, version 46

Closed log bspc.log

!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+AAS) file: C:\Quake3\tmpQuArK\.\ma
ps\tqtest.AAS

I just don't know what to do now :icon23: my bspc version is 1.2, if have any most lastest link, plz let me know, BUT if is from filefront forget, show me anothers links plz
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Hmmn. You mention q3map2 2.5.8, but the output you pasted in mentions 2.5.11?

Also, I see that it's bspc version 1.2. That's probably part of the problem, since the version I have is 2.1h (came with GTKRadiant 1.4).

How are you trying to create the .aas file? Via batch file or through another utility? (Quark I guess?) Have you tried just using a batch file?

What are you using to create the map? I assume you're using Quark there too, and I don't really know much about it...I'd suggest using some form of GTKRadiant. Check the sticky at the top of the forum for a d/l link...oh hell, I'll check.

Okay, get 1.4 here: http://qeradiant.com/?data=files&files_dir=23 (or check the thread for 1.5 if you want, but some people don't like it...I never bothered changing...)

Post back if you're still having problems. :)
I beat the internet; the end guy is hard.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

What pjw said. Also, if you're using q3map2 to compile the BSP you need to add -forcesidesvisible to the BSPC command line, or bots will stand around doing nothing.
R1c0
Posts: 18
Joined: Sat Aug 26, 2006 5:23 pm

Post by R1c0 »

I will try, when I have some time, thanks PJW and Shallow, if I have some problem I call you again, or if this works, I will be so thankful BYE CYA
R1c0
Posts: 18
Joined: Sat Aug 26, 2006 5:23 pm

Post by R1c0 »

I had downloaded, and I don't know how user the GTK, I still using the Quark, I know use it, but I'm using the news compilers and WORKED! Thank you PJW and Shallow, I will ever be thankfull
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Yay! :) I'm glad it worked out for you.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

I seem to recall from the far faaaaaaar parts of my mind something about the -forcesidesvisible flag being a bad thing to use when compiling for final releases.

I dont remember exactly why it is but I've only ever used it for alpha/beta builds of my maps and that's all I've ever needed to use since I've never released a final version of a map in my life :tear:

I get hung up on visuals and details. Then I get bored and wander off to a new project.

Can anybody shed some light on the -forcesidesvisible flag please? I'm interested to know more about it and I'm sure it would be good for others to know just what exactly they're doing besides "fixing" their .aas files.

Thanks,
Silicone_Milk
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

yeah I'm retarded.
Google has shared some of it's wisdom with me and I've discovered that -forcesidesvisible MUST be used when using the -meta flag when compiling the .bsp file!
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Silicone_Milk wrote:I seem to recall from the far faaaaaaar parts of my mind something about the -forcesidesvisible flag being a bad thing to use when compiling for final releases.

Can anybody shed some light on the -forcesidesvisible flag please?
AI Misbehavin' has lots of info on bot files for q3a and also mentions -forcesidesvisible but doesn't say it was a bad thing to use. Sorry I can't help further but you may be interested in it so here it is :

http://cardigan.planetquake.gamespy.com ... otopt.html
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

Ah thank you very much for that link =)

Here's the quote I was looking for:
If it is, you will either need to simplify the collision hull in that part of the map or use the -forcesidesvisible commandline switch when compiling your .aas file. This should fix any errors but will take a lot longer and is not recommended.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Cardigan's bot article is great, but its -forcesidesvisible explanation is a little dated...

If using Q3Map2 (and you should) you should always use the -meta switch since it is one of the fundamental things that makes Q3Map2 such a big improvement over its predecessor.

The old Q3Map didn't merge adjacent planar triangles very well, so depending on your brushwork, it wouldn't really optimize them at all. What Q3Map2's -meta switch does is break the brushes down into their component triangles and then, if possible, merges triangles into larger ones, then merges coincident vertexes. The result is an optimized lower triangle count and ultimately better performance.

The problem is, when compiling your Area Awareness System (aas) for bots using BSPC, the algorithm used doesn't seem to like all these triangles that were taken apart and reassembled since it was written for the older system. The result is BSPC creates an inefficient AAS file which just downright confuses the bots. Enter -forcesidesvisible...

The BSPC -forcesidesvisible switch is generally used with more complicated maps where bot collision is more complicated, like trisouped terrain maps for instance. The neat thing is, -forcesidesvisible works wonders with -meta map compiles since it forces BSPC to look at the collision surfaces instead of just areas*. This allows BSPC to sidestep the problem where it wouldn't recognize the optimized -meta triangles. The only downside is the longer AAS compile times, but seeing as how they are nowhere near light compile times, this isn't really an issue.

In summary, always:
Use Q3Map2.
Use -meta
Use -forcesidesvisible

* Not 100% sure this is technically correct, but that's the jist of it.
[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]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

Excellent write-up Obsidian :icon25: :icon14:

I was reading up on the -meta flag earlier and have noted it as a must have flag when compiling.
I pity the fool who doesn't use -meta :icon32:
R1c0
Posts: 18
Joined: Sat Aug 26, 2006 5:23 pm

Post by R1c0 »

Man i am learning a lot with that!
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