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  3. Daniel Nilsson

Posts by Daniel Nilsson

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 25, 2014 at 9:12 PM
    Quote from Hipshot

    Hmm, I had no issues compiling and playing the level with bots


    bspc.exe -bsp2aas dmdn.bsp -forcesidesvisible -optimize


    I tried making a simple room with 2 rooms and hallway, spawnpoints and a weapon and then I've got an .AAS... So that means the method should work.


    But on the other hand you managed to get one... What compile options did you use to create a bsp?

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 25, 2014 at 8:17 PM

    Ok now it runs, and it looks like it finishes but no .aas file turns up... The last thing in bspc.log is Tried parent....

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 25, 2014 at 7:31 PM

    Tried to write out log file what happend when using the batch file


    just got this. Looks like I'm doing something wrong but can't figure out what.

    Code
    Opened log bspc.log
    BSPC version 2.1h, Aug 24 2013 23:20:03
    forcesidesvisible = true
    optimize = true
    Usage:   bspc [-<switch> [-<switch> ...]]
    Example 1: bspc -bsp2aas d:quake3baseq3mapsmymap?.bsp
    Example 2: bspc -bsp2aas d:quake3baseq3pak0.pk3maps/q3dm*.bsp
    
    
    Switches:
       bsp2aas  <[pakfilter/]filter.bsp>    = convert BSP to AAS
       reach    <filter.bsp>                = compute reachability & clusters
       cluster  <filter.aas>                = compute clusters
       aasopt   <filter.aas>                = optimize aas file
       aasinfo  <filter.aas>                = show AAS file info
       output   <output path>               = set output path
       threads  <X>                         = set number of threads to X
       cfg      <filename>                  = use this cfg file
       optimize                             = enable optimization
       noverbose                            = disable verbose output
       breadthfirst                         = breadth first bsp building
       nobrushmerge                         = don't merge brushes
       noliquids                            = don't write liquids to map
       freetree                             = free the bsp tree
       nocsg                                = disables brush chopping
       forcesidesvisible                    = force all sides to be visible
       grapplereach                         = calculate grapple reachabilities
    
    
    BSPC run time is     0 seconds
    Closed log bspc.log
    Display More

    Also tried to reinstall radiant if something was broken, no change.

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 25, 2014 at 6:48 PM

    What?

    I really don't get this...

    I've tried from within radiant, from Map2Toolz and I've tried with a batch file...


    Within radiant the monitor window times out, but if I shut down monitoring It writes to a log file. No really apparent errors.


    Same w/ Q3Map2Toolz no apparent errors it seems to run.

    But within Q3 it fails to initilze aas when adding bots...


    I might be doing something wrong with the .bat file though cause that closes immedietly


    makeAAS.bat looks like this

    Code
    "F:GtkRadiant-1.6.4-20131213bspc.exe" -bsp2aas "F:Quake III Arenabaseq3mapsdmdn.bsp" -forcesidesvisible -optimize -reach

    something weird with it?

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 25, 2014 at 4:06 PM

    I have some serious trouble with the compiling a .aas if someone would like to take a look at the .map file I would be beyond grateful! Like sacrifice first-born grateful(mild exaggeration)... https://www.dropbox.com/s/8wt03fyii1yfhhe/dmdn.map?dl=0

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 25, 2014 at 1:15 PM

    "I'll just spice up this 45 degree doorway , with some quick patchwork" - Famous last words


    JK but first I did some quite tricky windows on a diagonal path and now an arch and it becomes a bit tricky rather quick


    Next map I'll do in this type of editor I'll try to minimize this at the planning phase.

  • Untitled1 - Thurnip's Entry

    • Daniel Nilsson
    • November 25, 2014 at 10:00 AM

    You could try to recover the files with a Ubuntu installation on an USB drive. Have used it before, here's a tutorial (not sure it it was the one I used). If you want to try it, try to use the computer as little as possible, so idealy download the linux install from another computer. There's also other software you can use but this worked for me and was quite simple.


    edit: forgot the link http://www.howtogeek.com/howto/13706/re…ubuntu-live-cd/

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 24, 2014 at 9:44 PM

    Have worked a bit on the main outside area. will add some more details and work on light. But an alpha is on it's way will probably upload it within 24 hours.


    [Blocked Image: http://i.imgur.com/1mtNZho.jpg]


    [Blocked Image: http://i.imgur.com/XiAS8Fc.jpg]

  • Watching this "tutorial" hurts so bad!

    • Daniel Nilsson
    • November 17, 2014 at 1:44 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    It's from 2009, sorry if it's been posted before.

  • Caldera by Joacim "Grillet" Rappu

    • Daniel Nilsson
    • November 14, 2014 at 3:04 PM

    Built w/ what settings?


    Have noticed some spots w/ fast test gtk-radiant but these settings in Q3Map2 Toolz I don't get spots.

    "[GtkRadiantpath]q3map2.exe" -meta -v "[levelpath.bsp]"

    "[GtkRadiantpath]q3map2.exe" -vis -v "[levelpath.bsp]""[GtkRadiantpath]q3map2.exe" -light -bounce 8 -dirty -fast -filter -patchshadows -samples 3 -v "[levelpath.bsp]" And I haven't even changed lightmap res. probably should though... Where's the settings for that?

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 13, 2014 at 11:47 AM

    Yeah did just forgot to write it. But thanks for looking out for my errors!

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 13, 2014 at 1:03 AM

    Oh shit what the hell am I still doing up at this hour!? Messing around with light and build settings will do that to you... Any way, here's some screens:

    [Blocked Image: http://i.imgur.com/QxLGR0u.jpg]


    [Blocked Image: http://i.imgur.com/ctuqBQq.jpg]


    [Blocked Image: http://i.imgur.com/ZVcOBno.jpg]


    [Blocked Image: http://i.imgur.com/2BCw5mG.jpg]

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 12, 2014 at 7:40 PM
    Quote from phantazm11

    About the spots...there could be a light buried somewhere in that brush. I've had that error, but it has been a long time and I can't quite remember the cause.

    Also...if you edit the shader, make sure you copy the shader into your own shader file or you run the risk of ruining other shaders in the game.


    I think I added it right, made a .shader file in the 'scripts' folder and wrote it into the shaderlist.txt

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 12, 2014 at 6:58 PM

    Ok, I have been avoiding adding/ editing my own textures and shaders but I'll guess it's time to jump into that now. Will read up on how to organize and add the content so it gets packaged the right way later.


    Quick-update: that went faster and better then suspected... I found that if I increased the surface light a bit the the spots went a way... Also addad a q3map_lightRGB so I could color the otherwise bright white light a bit.

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 12, 2014 at 6:37 PM

    It's hellfog (Quake 3 stock) and yes it's emitting light, will see if I find a similar fog that doesn't.

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 12, 2014 at 6:19 PM
    Quote from Hipshot

    Fog get's messed up if it does not properly cover all surfaces around. Make sure you extend the fog brush so it's outside of everything else, then it should work.


    Thanks that did the trick! Except for the weird shadow spots, I had them before at another place, also with the fog. I think those disappeared when I was deleting some brush and remade an area... So don't have anything specific to go on but will try to find it.

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 12, 2014 at 3:18 PM

    I have a bit different look on the hellfog throughout the level (not intentionally) and I don't know what causes it. Does anyone have an idea?


    At places it's almost opaque and others it gives out a bit spotty light. I would like it to look like the one to the left. The depth of it is the same on all the places.


    [Blocked Image: http://i.imgur.com/KEvGM3v.png]

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Daniel Nilsson
    • November 11, 2014 at 10:34 PM

    I wanted some control over where the sun shone so I took an spotlight and added the _sun 1 key to it and it seems to work good. But i think the the brushes textured w/ sky material still emits light so i get two different shadows from the sun.


    Is it possible to disable the sun from the material or have the new sun overridde it? Or do I need to create a new sky shader?

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 11, 2014 at 3:55 PM

    Felt like I had to little things going on in the ceiling of the center / Quad Room so started working on it. Will add more to walls and maybe some form of hanging lights.


    [Blocked Image: http://i.imgur.com/QL7OBtx.jpg]

    [Blocked Image: http://i.imgur.com/rgkWUGT.jpg]

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Daniel Nilsson
    • November 10, 2014 at 10:10 PM

    I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php 

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