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Eternity Changes by Daniel "Nisse" Nilsson

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"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.

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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?

Edited by Daniel Nilsson
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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

   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.

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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?

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I just took the settings from a previous level



q3map2.exe -bsp -meta -samplesize 16 -v "..baseq3maps%Input%.map"

q3map2.exe -vis -v -saveprt "..baseq3maps%Input%"

q3map2.exe -light -patchshadows -fast -samples 6 -gamma 2 -compensate 2.5 -v -bounce %Input2% -threads 4

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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 

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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

Edited by Daniel Nilsson
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      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Some pictures:
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