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Editing Tools Q&A


ChangKhan

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If you have installed the tools as per the readme's instructions and you have any problems or have questions, e-mail me at mgummelt@ravensoft.com and I will do my best to answer them for you. Make sure to read the readme and all other documentation that came with the tools (there is a copy of the post Wilhuf made that links to countless Radiant-editor tutorials and resources).

 

(btw - with the JK2 ModView released, you can now use that tool to view models instead of the SoF2 version).

 

If I get a lot of the same questions, I may make a FAQ for posting somewhere.

 

Do not post questions for me in this thread as I may not always be able to access the forums. (Obviously, you can use the thread to ask and answer each other's questions and trade ideas/tips, etc, I just won't be constantly checking the thread for questions to answer).

 

Also, be aware that this first tools release does not include *all* the tools we plan to release - there is still the scripting tool (with manual and uncompiled source scripts), possibly a small tutorial for making custom models with the tools provided in the first tools release... and (I think) the MP VM source...

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I'd email ChangKahn for this, but my emails down. :(

 

I get what is apparently the right output(im not a q3 mapper, so im unfamiliar with the compiling tools):

____________________________________

==================

Running bsp command...

 

C:\JK2\GameData\Tools\\sof2map -bsp C:\JK2\GameData\base/maps/test.map

 

 

C:\JK2\GameData\base\maps>C:\JK2\GameData\Tools\\sof2map -bsp C:\JK2\GameData\base/maps/test.map

 

SoF2Map v1.0c © 2000 Raven Software Inc.

 

 

 

---- BSP ----

 

entering c:/jk2/gamedata/base/shaders/bespin.shader

 

entering c:/jk2/gamedata/base/shaders/cinematics.shader

 

entering c:/jk2/gamedata/base/shaders/common.shader

 

entering c:/jk2/gamedata/base/shaders/decals.shader

 

entering c:/jk2/gamedata/base/shaders/doomgiver.shader

 

entering c:/jk2/gamedata/base/shaders/effects.shader

 

entering c:/jk2/gamedata/base/shaders/explosions.shader

 

entering c:/jk2/gamedata/base/shaders/flares.shader

 

entering c:/jk2/gamedata/base/shaders/fogs.shader

 

entering c:/jk2/gamedata/base/shaders/gfx.shader

 

entering c:/jk2/gamedata/base/shaders/gfx2.shader

 

entering c:/jk2/gamedata/base/shaders/imperial.shader

 

entering c:/jk2/gamedata/base/shaders/items.shader

 

entering c:/jk2/gamedata/base/shaders/marks.shader

 

entering c:/jk2/gamedata/base/shaders/metashader.shader

 

entering c:/jk2/gamedata/base/shaders/models.shader

 

entering c:/jk2/gamedata/base/shaders/mp.shader

 

entering c:/jk2/gamedata/base/shaders/nar_shaddaa.shader

 

entering c:/jk2/gamedata/base/shaders/players.shader

 

entering c:/jk2/gamedata/base/shaders/sabers.shader

 

entering c:/jk2/gamedata/base/shaders/scavenger.shader

 

entering c:/jk2/gamedata/base/shaders/skies.shader

 

entering c:/jk2/gamedata/base/shaders/sprites.shader

 

entering c:/jk2/gamedata/base/shaders/system.shader

 

entering c:/jk2/gamedata/base/shaders/test.shader

 

entering c:/jk2/gamedata/base/shaders/text_crawl.shader

 

entering c:/jk2/gamedata/base/shaders/ui.shader

 

entering c:/jk2/gamedata/base/shaders/yavin.shader

 

entering c:/jk2/gamedata/base/shaders/zoom.shader

 

Loading map file c:/jk2/gamedata/base/maps/test.map

 

entering c:/jk2/gamedata/base/maps/test.map

 

Backwards tree volume

 

 

completed.

Run time was 0 hours, 0 minutes and 15 seconds

 

_____________________________________________

 

but there is no bsp. Where is it/how do i create it? Im used to the old fashioned put-it-in-the-compiler-run-the-game style...

 

jh

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About the crashing: It might take 30 seconds to load. Just wait.

 

About the bsp: Make sure that under file, project settings the map path is leading to the map folder. Then start JKII Multi, type /devmap mapnamehere

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Originally posted by XManny

About the crashing: It might take 30 seconds to load. Just wait.

 

"Program Not Responding" is a crash error, right?

 

One other piece of additional information: my nVidia drivers are the latest 28.32 ones, if that helps. Someone please help? I just want to edit this awesome game :(

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Program Not Responding means that Windows can't get the proggie to finish whatever its doing and talk to it. Doesn't mean it's crashed. Just leave it on for awhile. Mine took about 5min to load the first time, but after that only takes about 5sec.

 

but then again, i hv 640megs of ram. I think that makes a difference. other times may vary. If u leave it like that for half an hour, and it doesn't respond, then it's probly stuck.

 

jh

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What pisses me off about all Radiant editors is that there is no snap-to-vertex or accurate rotations. Try doing an arbitrary rotation of 45 degrees, and keep doing it. Eventually your brush becomes warped out.

 

With JED, stuff like that NEVER happens. JED has been so far, the absolute most powerful editor I have ever used. I HATE Radiant.

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Emon, soon you will learn the ways of the force, er Radiant.

There is a snap T to grid and you can define the rotations.

 

hit P for prefferences, find the rotation inc and set it to 1 - then set your GRID to &1 - and there you have it - 1 degree rotations :)

 

SIMPLE.

 

 

I will say that GKTRadiant is a much better though..so far...but again, I JUST GOT THE TOOLS TODAY- JUST LIKE THE REST OF YOU.

 

 

I've one simple question...why would common caulk NOT be included in the common.shader file? Very, VERY odd.

So I made an entry in the common.shader file

 

textures/common/caulk

{

surfaceparm nodraw

surfaceparm nolightmap

surfaceparm nomarks

}

 

Testing THAT now, as before all caulked textures showed up as MISSING textures in game.

 

EDIT - yup - I was right - adding that line to the common.shader file fixed the missing caulk texture problem - now I'll just have to include that in my pk3's Raven...that's can't be an easy one to miss ya'll :)

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Hmm I thought I posted but perhaps I only previewed it...

 

Anyway, I haven't ever mapped for a q3 engine game before so if this is a newbie question I apologize.

 

What is it that I need to do to get existing md3's from the pk3 file that aren't showing up in the editor? For example, if I want to put an X-wing in my map and I don't feel like building it from polys (which I don't) how do I get the one in the pk3 to show up in the editor so I can place it on my map? Thanks much.

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I'm having trouble getting a map object md3 to load in the editor I always get an error message on ones I created with q3 tools or ones that came in the pk3's. The outcast md3s will load in the viewer but the textures wont show up, but my md3's wont load I get an error about the header being wrong. Is there something I should be doing to build an md3 file that will work with outcast and how do I get exisiting md3's to load in the map editor?

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ok heres a question...i have a model converted to .md3 from max, and the corresponding texture maps. how do i get the md3viewer to show the textures on the model? right now all i get is a white model, and a message that reads "texture c:/documentsandsettings/to/desktop/X.jpg not found" where X is the image file that corresponds to each part of the model...ive tried creating that directory and dumping the images in there...still doesnt work.

 

so how do i get the .md3 viewer to display my model and the skin for it as i work? any ideas?

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