q3map2 - Special versions?
q3map2 - Special versions?
After getting a new computer and getting into mapping again (compile time is instant now most of the time), I have finally pieced together a huge map, but it's far over the max brush limit (32768?). I was googling around and saw people talking about special builds of q3map2 that has this limit taken off. Does anyone here have it? Am I allowed to ask for this here?
If you're curious i'm trying to compile the entire play field of Zelda: OOT for n64 (Hyrule field, the temples(including insides), towns, etc, young link timeline), but as you can imagine there's way more than 32k brushes.
Thanks for any help.
If you're curious i'm trying to compile the entire play field of Zelda: OOT for n64 (Hyrule field, the temples(including insides), towns, etc, young link timeline), but as you can imagine there's way more than 32k brushes.
Thanks for any help.
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Re: q3map2 - Special versions?
Oh my freaking god!
Sorry for not posting any reliable information answering your question - I'd be interested in such (a) build(s) too, by the way - but are you planning to release that killer map somewhere in the future? 


If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: q3map2 - Special versions?
Well i'm kind of dissapointed now because I just read in another topic quake 3 wont load a bsp thats bigger than 30 mb...Unless you can change that in the games source?
Good thing I didn't build it by hand...
Good thing I didn't build it by hand...
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Re: q3map2 - Special versions?
You're right. Dammit.
I remember to read that fact also on lvl some time ago:
I believe there was something written in the readme as well:
http://lvlworld.com/t.php/PhobosBase1+-+Prohecy+Of+Doom
If I'm allowed to ask: how did you build that enormous map if not with your own hands?
I remember to read that fact also on lvl some time ago:
To be found with this map:PhobosBase1 - Prohecy Of DoomUnfortunately, that level of detail makes it impossible to do a full-vis compilation (a 30MB BSP Quake limitation) which could make for a very demanding level on some video cards.
I believe there was something written in the readme as well:
http://lvlworld.com/t.php/PhobosBase1+-+Prohecy+Of+Doom
If I'm allowed to ask: how did you build that enormous map if not with your own hands?
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: q3map2 - Special versions?
I used an n64 emulator with a VRML exporter, which takes the current area you're rendering and rips the geometry into a VRML. I import them into blender, re-scale them for quake 3, make sure the textures are in the proper spots (however I have to re-align them all and re-scale etc), then export as .map and import into Radiant.
It works well because the n64's models are pretty simple, so most of the shapes convert into the map format well. The odd time here and there I have to re-construct a brush or two, because it comes out deformed or whatever.
Edit: I should say they verticies don't really line up in radiant once imported either but selecting all then pushing CTRL-G, does so. I only learned you could do that recently (thanks to the quick help you get around here)
It works well because the n64's models are pretty simple, so most of the shapes convert into the map format well. The odd time here and there I have to re-construct a brush or two, because it comes out deformed or whatever.
Edit: I should say they verticies don't really line up in radiant once imported either but selecting all then pushing CTRL-G, does so. I only learned you could do that recently (thanks to the quick help you get around here)
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Re: q3map2 - Special versions?
Well, then thank you for helping me this quickly, Bacon! 

If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: q3map2 - Special versions?
Perhaps it's better to import it into the editor as models and then place clip and caulk brushes over the existing geometry rather than converting everything into brush solids.
A large portion of a BSP file is the lightmap pages. I suspect if the hard limit on BSP file sizes is just a limit on the file size itself and not everything that is loaded with the BSP, then you could export the lightmaps externally using Q3Map2's -export function.
Other branches of Q3Map2 include Q3Map_fs and NetRadiant's Q3Map2. I'm not sure exactly what were changed in these branches.
A large portion of a BSP file is the lightmap pages. I suspect if the hard limit on BSP file sizes is just a limit on the file size itself and not everything that is loaded with the BSP, then you could export the lightmaps externally using Q3Map2's -export function.
Other branches of Q3Map2 include Q3Map_fs and NetRadiant's Q3Map2. I'm not sure exactly what were changed in these branches.
[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: q3map2 - Special versions?
As much as I like your idea of clipping models, I don't think you realise how large this map is. If you've played Ocarina of Time, imagine every area you can explore as young link, towns, houses, dungeons, it's all there. The map file itself takes around 30-45 seconds to load, and that's on the computer with the i7 in it.
I'll have a look at those other compilers, but since I can't do a VIS stage, that means I can't do the light stage either, right? If so then i'm just going to split it up into 20 or 30 smaller maps, and make a map pack perhaps... (Hyrule field CTF anyone?)
Edit: Thanks, btw
I'll have a look at those other compilers, but since I can't do a VIS stage, that means I can't do the light stage either, right? If so then i'm just going to split it up into 20 or 30 smaller maps, and make a map pack perhaps... (Hyrule field CTF anyone?)
Edit: Thanks, btw
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Re: q3map2 - Special versions?
You can compile light stage without vis.
Re: q3map2 - Special versions?
I did not know that. ThanksSpray wrote:You can compile light stage without vis.

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Re: q3map2 - Special versions?
Instead of making a new topic I need to ask one quick question: Does anyone know if you can save GTK's window positions on exit? I use dual monitors, and it's kind of annoying having to drag the windows over every time i start it up...
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Re: q3map2 - Special versions?
Yeah, annoys me too.
[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: q3map2 - Special versions?
you could try get in touch with Rambetter
http://forums.urbanterror.info/topic/15 ... s-0x10000/
he recompiled q3map2 to extend the brush limit
http://forums.urbanterror.info/topic/15 ... s-0x10000/
he recompiled q3map2 to extend the brush limit
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
Re: q3map2 - Special versions?
Thank youDelirium wrote:you could try get in touch with Rambetter
http://forums.urbanterror.info/topic/15 ... s-0x10000/
he recompiled q3map2 to extend the brush limit
I don't even really mind the moving them around part, the problem is that GTK ALWAYS starts up on monitor 1, which is on my left, and I need it on the right. If i switch the monitor on the right to monitor 1, i have to move the mouse off of the wrong wide of the screen to get to the other one. You think you'd at least be able to tell it what monitor to start up on..obsidian wrote:Yeah, annoys me too.
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