Crash_Overload Posted October 24, 2004 Share Posted October 24, 2004 Whenever I try to Compile a Map (BSP) I can get all the other files eccept the map.bsp... so when i try to load it using the console, I get the message asying "Can't laod map, couldn't find map.bsp" How do i fix this? If this isue has already been handled AND SOLVED or just handled, post a link or e-mail me, or both, thanx. I quite playing JK2 beacsue of that... pissed me off... and now 3 eyars latter, system upgrade an all, same problem. Link to comment Share on other sites More sharing options...
Mercenary Posted October 26, 2004 Share Posted October 26, 2004 Are you compiling with sof2map, the compiler that comes with JK2Radiant? If so get q3map2 and q3map2toolz. Make sure that the bsp is in the base/maps folder of your JK2 installation. http://www.shaderlab.com/ http://www.planetquake.com/hro/webs/q3map2toolz.htm Link to comment Share on other sites More sharing options...
Crash_Overload Posted October 26, 2004 Author Share Posted October 26, 2004 This IS what Appears in the Bottom Box when i run the BSP comand(s) From the JK2Radiant BSP Menu: (the only Map file that ends up is the the .map and the .bak) ---- BSP ---- usage: sof2map -bsp [options] mapfile -v // Verbose output for world model -threads n // Set to the number of processors in your system -verboseentities // Verbose output for submodels -notjunc // Do not add in vertices required to fix t-junctions -nosubdivide // Don't tessalate surfaces or split surfaces for fog -nowater // Removes brushes with a content of water or lava -nofog // Don't split drawSurfs for fog -nocurves // Do not parse patches -nodetail // Removes brushes marked detail -fulldetail // Make detail brushes structural -vertexlighting // Make the whole map vertex lit only -showseams // Show the seams on the terrain -samplesize n // Set the lightmap pixel size to NxN units -chopsize n // Set the chop size of the map (default is 1024) -leaktest // Quick exit if the map leaked -onlyents // Only update entities -expand // Writes out expanded.map which is 16x original size -rename // Renames the misc_model shaders to append them with _BSP -fakemap // Writes out fakemap.map as all the brushes without entities -tmpout // Prepends "/tmp" to the .gl output file -tempname name // Used with remote bsping (Do not use) -glview // Write a .gl output file -draw // ?? C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -vis C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\\base/maps/reallybig.map SoF2Map v1.0c © 2000 Raven Software Inc. ---- Vis ---- usage: sof2map -vis [options] bspfile -v // Verbose output -threads n // Set to the number of processors in your system -distancecull n // Set the distance cull (overriding the worldspawn value) -fast // Enable fastvis -nopassage // Use portal based vis (instead of passage-portal) -passageOnly // Use passage based vis -merge // Attempt to merge leaves but not through hints -nosort // Do not sort by portal complexity -saveprt // Do not delete portal file on exit -tmpin // Prepends '/tmp' to the input filename -tmpout // Prepends '/tmp' to the output filename C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -light -extra C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\\base/maps/reallybig.map SoF2Map v1.0c © 2000 Raven Software Inc. ----- Lighting ---- Extra detail tracing usage: sof2map -light [options] mapfile -v // Verbose output -threads n // Set to the number of processors in your system -notrace // Don't cast any shadows -novertex // Don't calculate vertex lighting -nogrid // Don't calculate light grid for dynamic model lighting -nosurf // No tracing against surfaces -patchshadows // Enable calculation of shadows for patches -border // Adds debug border to lightmaps -extra // Enable super sampling for anti-aliasing -extrawide // Same as extra but smoothen more -area f // Set the area light scale to f -point f // Set the point light scale to f -samplesize n // Set the lightmap pixel size to n x n units (Default 16) -dump // Dump occlusion map completed. Run time was 0 hours, 0 minutes and 1 seconds Link to comment Share on other sites More sharing options...
GL_Niels Posted October 26, 2005 Share Posted October 26, 2005 Are you compiling with sof2map, the compiler that comes with JK2Radiant? ---- BSP ---- usage: sof2map -bsp [options] mapfile If so get q3map2 and q3map2toolz. Make sure that the bsp is in the base/maps folder of your JK2 installation. http://www.shaderlab.com/ http://www.planetquake.com/hro/webs/q3map2toolz.htm does that ring a bell? Link to comment Share on other sites More sharing options...
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