Map won't compile :(
Map won't compile :(
Hi there guys,
I used to map for Q3 a long time ago, say 2001. I was working on a map which was about 30,000 brushes , well it is probably not much compared to some of today's stuff but at the time the map wouldn't compile even with q3map2 and also the map was just so slow in radiant that I couldn't continue. I left it.
Now I want to at least finish part of it, I deleted most of the map, say 2/3 of it because it wasn't up to standard. The other third of the map that remains, is just one large room and has 12,000 brushes. I removed all the weapons, it's pretty much for the sake of some eye candy now. Now that I have a new computer I can edit it ok, I am very rusty but thankfully not much has to be done to get it finished, maybe 20% remaining, so about 2.5k brushes left. I wasn't the cleanest mapper but at least I made nearly all of the brushes detail apart from where I wanted to block visibility and did some hinting etc. I boxed it and sealed it etc., put a sky in , compiled it in q3map2, but it just doesn't work.
The q3map program closes, none of the stages is complete, but a .prt file has been written. It's a pretty large .prt file, like 600 Kb, I don't understand why a .prt file has been made because I closed it all up with structural sky. When I go into radiant and load the .prt file, nothing at all appears. I remember vaguely a red line would point to the hole etc. , but nothing, which is strange for such a large .prt file. This leads me to believe something has gone f*ked up in the map. I was wondering if anyone had any tips for trouble shooting this?
Thanks,
James
I used to map for Q3 a long time ago, say 2001. I was working on a map which was about 30,000 brushes , well it is probably not much compared to some of today's stuff but at the time the map wouldn't compile even with q3map2 and also the map was just so slow in radiant that I couldn't continue. I left it.
Now I want to at least finish part of it, I deleted most of the map, say 2/3 of it because it wasn't up to standard. The other third of the map that remains, is just one large room and has 12,000 brushes. I removed all the weapons, it's pretty much for the sake of some eye candy now. Now that I have a new computer I can edit it ok, I am very rusty but thankfully not much has to be done to get it finished, maybe 20% remaining, so about 2.5k brushes left. I wasn't the cleanest mapper but at least I made nearly all of the brushes detail apart from where I wanted to block visibility and did some hinting etc. I boxed it and sealed it etc., put a sky in , compiled it in q3map2, but it just doesn't work.
The q3map program closes, none of the stages is complete, but a .prt file has been written. It's a pretty large .prt file, like 600 Kb, I don't understand why a .prt file has been made because I closed it all up with structural sky. When I go into radiant and load the .prt file, nothing at all appears. I remember vaguely a red line would point to the hole etc. , but nothing, which is strange for such a large .prt file. This leads me to believe something has gone f*ked up in the map. I was wondering if anyone had any tips for trouble shooting this?
Thanks,
James
Re: Map won't compile :(
when you deleted 2/3 .. did you perhaps forget to delete any hidden entities structures or lights.
check your settings and see what is being hidden
check your settings and see what is being hidden
[color=#FF0000][WYD][/color]
Re: Map won't compile :(
Isn't it easiest to upload the map file so we can see?
Re: Map won't compile :(
axbaby -- thankyou!! you were right!! i am so silly to have not clicked show certain brushes but i just got back on radiant so am rusty.
ok, finally solved the problem of map leak, after many attempts
now there is a new error. MAX POINTS ON WINDING.
I remember this b*stard, it has to have something to do with too many faces/too much complexity, but what am I supposed to do? The room I estimate when compiled will have around 200,000 tris so hellish r speeds but nothing today's computers can't handle surely. Would it be better to switch to the Doom 3 engine even though this will involve more work, so that the engine can handle it better ? Thanks
ok, finally solved the problem of map leak, after many attempts

now there is a new error. MAX POINTS ON WINDING.
I remember this b*stard, it has to have something to do with too many faces/too much complexity, but what am I supposed to do? The room I estimate when compiled will have around 200,000 tris so hellish r speeds but nothing today's computers can't handle surely. Would it be better to switch to the Doom 3 engine even though this will involve more work, so that the engine can handle it better ? Thanks

Re: Map won't compile :(
If im not mistaken, adding -meta to the bsp stage will get rid of that error, if not then mabye it was something else, but try it
[b]CAPSLOCK IS ON[/b]
Re: Map won't compile :(
If using Q3Map2, -meta is pretty much mandatory.
[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]
Re: Map won't compile :(
While on the subject of q3map2... what does -dirty and -cheap do? lol
(I think its the light stage that has these, but the descriptions were very vague)

(I think its the light stage that has these, but the descriptions were very vague)
[b]CAPSLOCK IS ON[/b]
Re: Map won't compile :(
-dirty = ambient occlusion.
-cheap is something you would wanna avoid as far as I know. It breaks (can break) lighting if I understand it correctly.
-cheap is something you would wanna avoid as far as I know. It breaks (can break) lighting if I understand it correctly.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Map won't compile :(
"normal"

Adding
-dirty -dirtscale 3 -dirtdepth 32


Adding


Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Map won't compile :(
oh q3map2 supports AO. I guess I shouldn't be surprised anymore
[url]http://www.g0th.se[/url]
Re: Map won't compile :(
to all you guys, THANKYOU. it finally compiled! to ydnar, THANKYOU. damn, it used to take days and it literally did it in 5 minutes! wow! and with some sweet shadow type stuff going on as well, nice!
damn...even though there is relatively little work to be done compared to the original 12,000 brushes, i don't even know how to select a brush face. i'm that bad haha. i have a left shift key on my laptop which used to select the face iirc, but now it does whole brush. i am quite pleased, it was only 100,000 tris max! ran it smoothly on my laptop. scheiss!
i was thinking... if i am actually going to take the time to get this done, haha funny bc it's only one room, but it will be a nice box map for some eye candy now and again... well, i may as well go the whole hog and try to put in on the doom 3 engine... once i'm finished with the structure etc and it's down well in quake 3, going to doom 3 on this would be SICK...the dynamic lights would be like making love to hilary duff, but about 1.3x as good. is it viable? i get 25fps minimum on highest settings on my laptop, i'd really like to get er... 7fps on doom 3 ... how many tris are generally in doom 3 scenes? i used to get ave 30fps on highest doom 3 settings on my laptop. paul jacquays actually made me a small model for this, so i'm sure he'd like to see that his generous time finally went to some good use!! i also had an awesome german guy make me some kickass textures, does this mean i'd have to somehow get all my textures in super high res? MY HEAD HURTS
damn...even though there is relatively little work to be done compared to the original 12,000 brushes, i don't even know how to select a brush face. i'm that bad haha. i have a left shift key on my laptop which used to select the face iirc, but now it does whole brush. i am quite pleased, it was only 100,000 tris max! ran it smoothly on my laptop. scheiss!
i was thinking... if i am actually going to take the time to get this done, haha funny bc it's only one room, but it will be a nice box map for some eye candy now and again... well, i may as well go the whole hog and try to put in on the doom 3 engine... once i'm finished with the structure etc and it's down well in quake 3, going to doom 3 on this would be SICK...the dynamic lights would be like making love to hilary duff, but about 1.3x as good. is it viable? i get 25fps minimum on highest settings on my laptop, i'd really like to get er... 7fps on doom 3 ... how many tris are generally in doom 3 scenes? i used to get ave 30fps on highest doom 3 settings on my laptop. paul jacquays actually made me a small model for this, so i'm sure he'd like to see that his generous time finally went to some good use!! i also had an awesome german guy make me some kickass textures, does this mean i'd have to somehow get all my textures in super high res? MY HEAD HURTS
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- Posts: 1
- Joined: Tue Mar 10, 2009 2:59 am
Re: Map won't compile :(
I'm still banned.