Hi Every1....
I need latest BSPC.exe, if any 1 got it please share. Need for quake 3 bot generating purpose. I am unable to compile because my map is very huge & m getting MAX_MAPFILE_PLANES error =(... If anyone got a solution to fix then i will be very thankful to him....
Need BSPC Updated...
Re: Need BSPC Updated...
Q3map2 compiles your map. Bspc.exe create the bot navigation file.
if you can't compile the map file into a bsp, have you got a lot of auto-clipped models in the map?
If it's bspc that won't run then the using a simplified version of the original map file and -fixaas could be the only route to go.
if you can't compile the map file into a bsp, have you got a lot of auto-clipped models in the map?
If it's bspc that won't run then the using a simplified version of the original map file and -fixaas could be the only route to go.
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Re: Need BSPC Updated...
Hi.
Actually my map is already complied mymap.bsp. Its running & working properly. Now when i tried to generate .aas from mymap.bsp with bspc.exe it showed me that error in bspc.exe compiling window. What i got from several forums that it is due to models used in the map but i can't remove my models in it. Now what should i do to fix that because it is not generated .aas file. May be it is fixed in new updated one.
Actually my map is already complied mymap.bsp. Its running & working properly. Now when i tried to generate .aas from mymap.bsp with bspc.exe it showed me that error in bspc.exe compiling window. What i got from several forums that it is due to models used in the map but i can't remove my models in it. Now what should i do to fix that because it is not generated .aas file. May be it is fixed in new updated one.
Re: Need BSPC Updated...
If you absolutely must have a bot file, the perhaps the only way is to make a second map and simplify all the geometry. You can place caulk or clip brushes where the models are in the real map.
call it mymap_b.map
Compile that with -meta -vis and run bspc on it with -forcesidesvisible -bsp2aas
(Note: spend time experimenting with the bot map...you will find you can actually simplify things much more than you would think possible.)
rename the outputed .aas file to the original map name
run the following compile on the original map:
-fixaas -meta -vis -light -bounce 8 -compensate 4 -dirty -fast -gamma 2 -patchshadows -samples 3
(note: those are my final compile light settings, you can change those)
In theory I think you could just run -fixaas on the map, but just like sock I found this switch seems to break the maps lightmap, so its best to re compile light.
then...for some reason -fixaas breaks the .aas file for me so I have to open my re-named aas file (generated from the dummy map) with a hex editing app...there are many free versions out there, I use hexedit.
Change the first 4 entries to 45 41 41 53 and save.
Then run a final compile with bspc:
-optimize -reach
I have these compiles set up in batch files for easy use.
Sock kinda blazed the way with this, but from what I read on his site didn't run into the requirement for hex editing. I have to do it every time.
It's important to run the final aas optimisation as the aas file MUST have a newer compile date than the bsp.
Every time you want to update the bsp you need to run through the same process to get a working bot file.
I found balancing clusters in the bot map really hard this way, but at least it is possible to generate a working aas file.
call it mymap_b.map
Compile that with -meta -vis and run bspc on it with -forcesidesvisible -bsp2aas
(Note: spend time experimenting with the bot map...you will find you can actually simplify things much more than you would think possible.)
rename the outputed .aas file to the original map name
run the following compile on the original map:
-fixaas -meta -vis -light -bounce 8 -compensate 4 -dirty -fast -gamma 2 -patchshadows -samples 3
(note: those are my final compile light settings, you can change those)
In theory I think you could just run -fixaas on the map, but just like sock I found this switch seems to break the maps lightmap, so its best to re compile light.
then...for some reason -fixaas breaks the .aas file for me so I have to open my re-named aas file (generated from the dummy map) with a hex editing app...there are many free versions out there, I use hexedit.
Change the first 4 entries to 45 41 41 53 and save.
Then run a final compile with bspc:
-optimize -reach
I have these compiles set up in batch files for easy use.
Sock kinda blazed the way with this, but from what I read on his site didn't run into the requirement for hex editing. I have to do it every time.
It's important to run the final aas optimisation as the aas file MUST have a newer compile date than the bsp.
Every time you want to update the bsp you need to run through the same process to get a working bot file.
I found balancing clusters in the bot map really hard this way, but at least it is possible to generate a working aas file.
Re: Need BSPC Updated...
Latest version of BSPC.exe is 2.1h, May 6 2001. You probably have the latest version already. Generally speaking, if you are hitting those limits, you are probably doing something insanely massive and detailed, or are doing something with sloppy mapping techniques.
Also, if you are compiling with BSP with -meta (and you should!), you probably also want to use -forcesidesvisible with BSPC.
Also, if you are compiling with BSP with -meta (and you should!), you probably also want to use -forcesidesvisible with BSPC.
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Re: Need BSPC Updated...
Thankx a lot guys. Its working now..thankx again... =)
Re: Need BSPC Updated...
What was it that fixed it? When a problem is solved, it's customary to do a little description to help anyone else in the future searching for a solution to the same problem.
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Re: Need BSPC Updated...
Oh my mistake sir =P, actually i just got ideas from dONKEY's steps above & from this link:
viewtopic.php?t=31963
viewtopic.php?t=31963