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Daniel Nilsson

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Everything posted by Daniel Nilsson

  1. Tried moving bspc.exe the .bat and the .bsp to another computer, no change. If you have time after work, I'd love to try your version of the bspc and maybe see if you can compile aas from the bsp I compiled. Just to see where the error arises.
  2. :/ Doesn't seem like there's an BSPC with it. there was a bspc.txt though which said something about a 2.1h so it would probably not matter either way.
  3. updated, minor fix. LG didn't spawn now it does. Still trying to get bots though...
  4. Think I now know why there's missing textures. There's a styled light in the room... That should generate shaders I think. So need to find those Edit: Yes found it! Had just missed it, q3map2_%levelname%.shader
  5. Seperate issue, which I think/hoping is an easier one, I packed an .pk3 but it appears some surfaces is missing textures. Weird thing is that the same textures is used on other places and is not missing. I thought it might have something to do with the lighting in some way but the light bake targas is included. Any clues? Here's the .pk3: https://www.dropbox.com/s/506z018ra0emza4/dmdn.pk3?dl=0
  6. It's quite ridiculous that the first one that's like 20 years old still looks better, it almost gets more impressive the older it gets.
  7. Had no -samplesize 16 and no -saveprt, but I still didn't get no .aas Not sure how to proceed. I'll probably try excessive use of botclip or something but for some reason I doubt it.
  8. Here's a version of my level, sadly no bot support at the moment. Having issues with compiling it (see my thread for more info). https://www.dropbox.com/s/506z018ra0emza4/dmdn.pk3?dl=0 Edit: thanks fKd for spotting the errors quickly! Tested in wrong Q3, and it went for the uncompressed version. Updated the file and will look into the missing textures tomorrow (which is weird because the same textures is showing on other places,,,) Edit2: Found why there was missing textures, missed the q3map2 shader file. I hope that was all of the missing textures.
  9. 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?
  10. 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....
  11. 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. 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 Also tried to reinstall radiant if something was broken, no change.
  12. 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 "F:GtkRadiant-1.6.4-20131213bspc.exe" -bsp2aas "F:Quake III Arenabaseq3mapsdmdn.bsp" -forcesidesvisible -optimize -reach something weird with it?
  13. 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
  14. "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.
  15. 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/recover-deleted-files-on-an-ntfs-hard-drive-from-a-ubuntu-live-cd/
  16. 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.
  17. It's from 2009, sorry if it's been posted before.
  18. 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?
  19. Yeah did just forgot to write it. But thanks for looking out for my errors!
  20. 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:
  21. I think I added it right, made a .shader file in the 'scripts' folder and wrote it into the shaderlist.txt
  22. 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.
  23. It's hellfog (Quake 3 stock) and yes it's emitting light, will see if I find a similar fog that doesn't.
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