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Can't find map mapo.bsp


Madnezz

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Yes, I called it mapo, don't knock my amazing mapname

 

I downloaded Radiant and I successfully installed it.

 

I just started mapping and I made a single room, just a box. I put the player spawn point in it and I saved it, then saved it to the gamedata/maps folder as a bsp (with the other 3 files). I checked the gamedata folder and it is there. I even tried making other map folders (base/maps) and it still could not detect my map. I really am anxious to start out mapping and I want to become a good mapper one day. I have this probelm though where I start a solo game (or create server, both of them don't work) and I go on tatooine, then put in the console /devmapall mapo

 

It says "Can't find map maps/mapo.bsp" even though I know it is there.

I also tried /map mapo and it has the same output. I really want to map, but I don't want to try to make a map for nothing, so can I please have assistance?

 

-Madnezz

:blast5:

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For a start, it needs to be in base/maps, and you need to enter sv_pure 0 (I think) into the console. And you can't just save it as a bsp, you need to compile it using the bsp menu (Make sure you choose one that includes the BSP command line parameter).

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Yeah. If a server is 'pure', it will only look in the pk3s. Setting it to 0 allows you to use the 'maps' folder, meaning you can test your maps without making a new pk3 every time you change the map. Note that files in folders are loaded into memory first, and are overwritten by resources in any pk3s, so if you want to over-ride a standard game resource, you must make a pk3 up. About compiling, I've noticed that compiling light takes a while if you have more than a couple lights in your map. Also, refrain from compiling vis unless your map gets quite large, as it can take forever (Over several hours for a full compile, if you use curve patches).

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It still can not find it, I guess I will have to make it into a PK3. Are there any instructions or tutorials on how to do this? Is there a program you need to have to zip it all into a PK3? ( I know it opens with WinZip )

 

Perhaps a tutorial on this site would be nice.

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Ahh, if the map is not put in a .PK3-file yet, then you must type: 'devmap mapo' in the console from the MAIN MENU. Not when you're ingame in another map, if you see what I mean.

 

Oh, and RicePlant, it's not neccessary to set the sv_pure to 0. ;)

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I dunno about the sv_pure thing, it works for me, and I can devmap from any map, not just the main menu. As for the textures, have you even bothered browsing through the pk3s? You should use the same method they do for most things, textures included. However, I might as well talk you through it. First, make sure your texture's dimensions are a binary number (of the form 2^n), though it doesn't have to be square (The two dimensions don't have to be the same binary number). Create a 'textures' folder in base. Create a subfolder named the same as your map (It can be named anything, I have a folder named 'architechture', for example, each choice in the textures menu is a seperate folder). Place your textures in there. And it's not just jpgs, either. The game will load 24 or 32-bit tga files as well. You don't need to make a pk3 until you are finished and are releasing it (or, like I said before, you wish to actually override a standard game resource). Does this help?

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