Q3 .aas HELP ME
Q3 .aas HELP ME
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
________________________ 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
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.
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.
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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
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
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

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
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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 :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?
http://cardigan.planetquake.gamespy.com ... otopt.html
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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Ah thank you very much for that link =)
Here's the quote I was looking for:
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.
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.
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]
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