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Editing Tools Q&A


ChangKhan

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I dug through the pk3 after you posted Absath and based on what I could determine between the md3's and the pk3 file it "should" be working for you if you placed the .jpg files where the md3 viewer is looking for them (the xwing looks for it's textures in the imp_mine folder and they are in that folder). Obviously you did that and it didn't work.

 

The only info that I can supply isn't very helpful but, I had a similar problem originally with the sof2 model viewer. I unpacked several folders several times and I got nothing but errors and then finally one of the folders worked fine. Then I unpacked the entire models/players set of folder and they all worked fine. I didn't do anything really differently between any of the unpacks and finally it just worked......perhaps it's just the nature of the editing tools. I've found also that I've had to reboot my machine a few times when using the tools due to errors showing up out of nowhere during extended editing and I have a fairly high-end machine. Hope you get it working

 

 

*******************************

 

Next stupid question from me: I've gotten the md3's to load into my map using the misc_model entity. That's well and good but they're not solid (like it says it won't be in the editor). I noticed the same thing in the 15 minutes I played around with the RTCW editing tools so I guess I have to ask, is this a standard thing for QIII engine games or am I missing something. I suppose the only alternative is to draw clip brushes around everything but that's seems like a hassle if I'm just doing something incorrectly and I can avoid it.

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Ok here's all the info I could find which probably anyone who mapped for this engine before already knew. I didn't, I only recognized some of the same issues I had when I toyed with the RTCW editor so I checked a RCTW mapping site which confirmed that I'm gonna have to friggen draw clip brushes all over the models on my map. ACK! Anyway this might help you with your dilemma.

 

If the md3 file is not available as a selectable model in the editor you can put it in anyway by drawing a brush and then selecting misc_model. You must then go and specify which model that is (if not prompted automatically then go to the bottom of the entity window to the "model" button) when you put the entity in you will probably get an error message. Make sure your brush is still highlighted and look at the keypairs. Edit the pathname down to /models/foldername/filename.md3 or whatever the path is, take out all the C:/programfile/... stuff out of it. Save your map. Close the editor. Reopen the editor. Your model should be in the map now.

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I had the same problem. Here's how I fixed it. Make sure the viewer is in the GameData/tools directory. I looked at the path it was trying to read from and it was relative to its location in the gamedata folder. Then, I made sure the player files were in base/models/.../...

 

I think the viewers placement in the GameData folder is the key.

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Here is the problem i have, maybe some of you could help. I have 3 md3 files. head.md3, torsoe.md3, and lower.md3. If I open any one of them and go to file export to .glm it keeps wanting to save as the first file i opened which is head.md3. This is after I open all md3's and tag them. I do not see where you can change this. I have exited the progrram and restarted it several times.. but same thing.

 

When I view the glm model in ModView it just shows up as the head even though I opened all 3 and exported. I can even preview the animations as the full model after I have opened all md3 files.

 

I guess I am just missing something. A md3 to glm tutorial would be soooo nice. :)

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is it possible to port a section of a single player map for use as a multiplayer one? i would really like to make a ctf map based on a particular section of the doomgiver level with a few minor alterations (locking of doors etc). any tips on how i could best achieve this would be great. email me at Aquesian@hotmail.com if you have anything that could help !

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Originally posted by Tee

Twoshadows, the correct caulk shader is in the system dir, not common :)

 

Yeah , it very well may be - but all my caulked surfaces showed up IN GAME as MISSING TEXTURES, UNTIL I FIXED RAVENS MISTAKE, by adding the caulk shader to the common.shader...and yes, that solved the problem perfectly. :)

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Back to Emon's point about Radiant, simple arbitrary rotations aren't what he was talking about, in Jed you could make some pretty sweet looking areas by creating a perfect polygon, divding it up into segments, working with a segment, then duplicating and rotating. This DOESN'T work in Radiant because every Vertex of a brush has a unit value for its coordinate, with the Perfect Polygon method, you will never get unit lengths for all sides in Radiant because of the way it handles vertices. In Jed, one of the most useful things was the snap-to-vertex command, which meant that even if a vertex didn't occupy a grid point you could still work with it properly. Another useful Jed function, align-grid to surface, meant that the grid would align itself to the plane of the selected surface meaning that no matter what strange angle it was at, it could easily be edited.

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One more person chiming in that bsp_fullvis creates no bsp anywhere on my system.

 

1) The map has no errors, and compiles fine on other peoples' computers.

 

2) My Project Settings paths are all correct, as is my gamepath in preferences.

 

3) I am given no error message when compiling. The text window at the bottom of JK2Radiant says

 

Running bsp command...

H:\JEDIOU~1\GameData\Tools\\sof2map -bsp H:\JediOutcast\GameData\base/maps/test.map 

H:\JEDIOU~1\GameData\Tools\\sof2map -vis H:\JediOutcast\GameData\base/maps/test.map 

H:\JEDIOU~1\GameData\Tools\\sof2map -light H:\JediOutcast\GameData\base/maps/test.map


H:\JediOutcast\GameData\base\maps>H:\JEDIOU~1\GameData\Tools\\sof2map -bsp H:\JediOutcast\GameData\base/maps/test.map  


completed.
Run time was 0 hours, 0 minutes and 4 seconds

 

I compiled a map earlier today with no problem. Have not been able to do since then.

 

Oh, and this is running under win2k

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Originally posted by twoshadows

 

Yeah , it very well may be - but all my caulked surfaces showed up IN GAME as MISSING TEXTURES, UNTIL I FIXED RAVENS MISTAKE, by adding the caulk shader to the common.shader...and yes, that solved the problem perfectly. :)

That wasnt ravens mistake. Just confusing not seeing it in common.

 

htp://jk2ed.jediknightii.net

General Tutorial for JK2radiant

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I've already tried reinstalling JO and the tools, to no effect.

 

[Edit: Update. Does this thing install 2 different entries into the registry, one under id and one under QERadiant? I deleted QERadiant last time, to no effect. Deleted both of them this time, and it reinstalled correctly, and I am now able to compile]

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First off, thanks to Raven for the best FPS i've played in a loooooong time and for releasing the modding tools in a timely fashion. You guys kick fat ass.

 

Now for my question. I fully expect this question to be completely ignored by developers and editors alike, but there's still the off chance that someone might want to help, so here goes:

 

I have the editing tools, but I need to know how to edit the actual mechanics of the game. Specifically, i want to make some changes to single player saber combat. I want to eliminate unblockable moves, increase the chances of saberlocks, and increase saber defense angles and abilities. I also want to know exactly which parameters are changed by "saberRealisticCombat".

 

Failing that, i want to create MP bots that aren't so squirrely...

 

Can anyone help? Please find it in your hearts to help a brotha out...

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Ive been messing aorund with the JK2Radiant and I cant seem to get a map to compile.

 

Just doing a basic box like in the practice tutorial and when I go to use BSP to compile. I get this Illegal Operation-

SOF2MAP caused an invalid page fault in

module KERNEL32.DLL at 015f:bff7b997.

Registers:

EAX=00000000 CS=015f EIP=bff7b997 EFLGS=00000246

EBX=0cb80000 SS=0167 ESP=0cf8fdd0 EBP=0cf8fde0

ECX=0cf8fe28 DS=0167 ESI=0ca5c0a0 FS=2b47

EDX=81d35c60 ES=0167 EDI=00000000 GS=0000

Bytes at CS:EIP:

ff 76 04 e8 26 89 ff ff 5e c2 04 00 56 8b 74 24

Stack dump:

0045ea24 004422d7 0ca5c0a0 81d3549c 0cf8fe38 0043d754 0000000d 0043d6ae 00000000 0043d675 ffffffff 00000000 00000000 0043ed1c ffffffff 00000000

 

It wont let me do any thing large. I can only make small hollow boxes.

 

Anyone got an idea whats up?

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I'm also having some trouble with getting maps to bsp. I've actually managed to do this once but I have no idea how. All the other times, I hit bsp FullVis and then the editor brings up a dos window. After waiting a while, I close the DOS window and go look for my .bsp in Star Wars JK II Outcast/GameData/base/maps/ and there's no .bsp there--only the .map that I wanted to convert. JED never gave me this much trouble ;) .

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Well, I am a n00b :confused: I don't know what I'm doing with this here JK2Radiant.exe.

 

I actually made a room thanks to this tutorial that was in the toolkit. :) But it took me a while. Not bad for my very first attempt at making a map.

 

But as for size, I'm a little confused. How many pixels high would a crate that you'd get to on a level 1 Force Jump be?

 

Anyways, I hope to get good at this and make some decent maps.

 

:yobi:

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I get this error in JK2Radiant, says:

 

"there´s no 'base' in (put some really weird marks here..)"

 

when i try to compile my map. I have tried it in every bsp-command in list, ain´t working. Anybody knows what´s wrong?

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UniKorn: thanks. I've already talked my problem through with ChangKahn, who has pointed out my obvious error. Turns out that when I was playing around w/ Radiant(im new to q3-mapping), I somehow made my entire test level detail. Don't ask.

 

Mason, you need to set up your paths. Open your map up, and go to File, Project Settings. Set it up so that it leads to where you installed JK2.

 

Chewie, the player is 56 units high. Level 1 force jump is the player can jump twice his height. Make the crate 56 units high.

 

Brandon, don't close the dos window. As long as it's open, your map is still compiling.

 

jh

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Brandon, when you see the dos box appear, go and make a cup of coffee or something, when you come back the window should have disappeared and when you check your maps dir the bsp file should be there. I was doing the same and closing the dos window, just leave it, it takes anything between 1 and 5 minutes for a simple map

 

Mal Brigand

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Thanks so much for the replies guys. I just assumed that because the DOS window was not visibly doing anything, it was alright to close it. But after allowing it to close on its own, it actually does make .bsp files. It only takes like 20 - 30 seconds, so I can't believe that I didn't notice my error before. I feel like a moron, hehe. :)

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Hi, I'm getting confused with compiling with BSP too. I think I got all my paths sorted out correctly because it's stopped giving me big error messages ("this program has performed an illegal operation...") but it really doesn't seem to be doing ANYTHING when the DOS box is open.

 

Is it supposed to give me a big list of variables and proper usage of commands in the DOS box? eg:

 

-----Vis-----

fastvis = true

usage: sof2map -vis [options] bspfile

-v // verbose output

-threads n // Set to the number of processors in...

-distanceculll n // Set the distance cull

-fast // Enable fastvis

-nopassage // Use portal based vis

 

etc...

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I set up all my paths accordining the the Radiant manual. Every time I go to compile anything, I get a message saying the compiler made a Kernel32.dll error, and that I should reboot. Now, I've compiled one map, with no problems. I tried to recompile the same map, with the same problem though, any thoughts for this n00b?

 

Cav

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