Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 "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.
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 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
Hipshot Posted November 25, 2014 Report Posted November 25, 2014 Hmm, I had no issues compiling and playing the level with bots bspc.exe -bsp2aas dmdn.bsp -forcesidesvisible -optimize Daniel Nilsson 1
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 (edited) 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? Edited November 25, 2014 by Daniel Nilsson
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 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.
Hipshot Posted November 25, 2014 Report Posted November 25, 2014 Try and do what I do, place bspc.exe inside your /maps folder instead and take it from there, use a line like mine, well, use my line and see if that works =)
Hipshot Posted November 25, 2014 Report Posted November 25, 2014 It looks like it doesn't run at all so, I'm guessing that's because it can't find the map or something.
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 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....
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 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?
Hipshot Posted November 25, 2014 Report Posted November 25, 2014 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
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 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.
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 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
Daniel Nilsson Posted November 25, 2014 Author Report Posted November 25, 2014 (edited) 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 November 26, 2014 by Daniel Nilsson
fKd Posted November 26, 2014 Report Posted November 26, 2014 excellent, its all working now. Daniel Nilsson 1
Hipshot Posted November 26, 2014 Report Posted November 26, 2014 Maybe it's the bspc version that's different, but I don't know why that would matter, if anything, mine is tons of years older.
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