NoodlyGod Posted April 23, 2002 Share Posted April 23, 2002 I've got a question too. How in the name of all things holy do I move about in the top, front and side view? I can't recall how I did it in GTK and I've tried a number of combo keys but I just can't do it. Thanks in advance -noodly Link to comment Share on other sites More sharing options...
Guest JediAndrew Posted April 23, 2002 Share Posted April 23, 2002 i think i held down Alt-Right mouse button then moved mouse Link to comment Share on other sites More sharing options...
kya4life Posted April 23, 2002 Share Posted April 23, 2002 woot got mine to work thanx all for the help!~ Link to comment Share on other sites More sharing options...
NoodlyGod Posted April 23, 2002 Share Posted April 23, 2002 That does it, thanks! Link to comment Share on other sites More sharing options...
CheshireKat Posted April 23, 2002 Share Posted April 23, 2002 Thanks. One more Question. I'm getting this damn water sound in certain areas. They are random too. All I did is make a simple room, but each time I do I get this splash in some sort of place. Anyone else? Link to comment Share on other sites More sharing options...
Orbitäl Posted April 23, 2002 Share Posted April 23, 2002 First of all I'm not a mapper, but about the 'water splash sound f/x' if you go to Yavin CTF map and stand on top of the Imperial/Rebel signs...and move back and forth, you will hear that very same sound. I'm thinking maybe its a bug in the coding? ~Orbital Link to comment Share on other sites More sharing options...
CheshireKat Posted April 23, 2002 Share Posted April 23, 2002 It's gotta be one of the shaders. The signs probably have them on top of them. Link to comment Share on other sites More sharing options...
Xeph Posted April 23, 2002 Share Posted April 23, 2002 I have the same problem as JH. It looks to me like JK2Radiant is sending the wrong command line parameters to sof2map, but I really can't tell for sure. Basically, there is no BSP after running the compile because it doesn't actually compile. Here's the output: ================== Running bsp command... C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -bsp C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -vis C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -light -extra C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map C:\Program Files\JK2 Jedi Outcast\GameData\Tools>C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -bsp C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map SoF2Map v1.0c (c) 2000 Raven Software Inc. ---- 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\JK2 Jedi Outcast\GameData\Tools>C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -vis C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map SoF2Map v1.0c (c) 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\JK2 Jedi Outcast\GameData\Tools>C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -light -extra C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map SoF2Map v1.0c (c) 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 0 seconds Link to comment Share on other sites More sharing options...
Guest JediAndrew Posted April 23, 2002 Share Posted April 23, 2002 - edited - Link to comment Share on other sites More sharing options...
DarthCobra Posted April 23, 2002 Share Posted April 23, 2002 cant find test.bsp over and over and over.. in both quake 3 and jk2 all my paths seem correct.. I am completely lost.. If anyone had this problem and resolved it. I would love to hear how. never mind.. was a "pure server" issue. Link to comment Share on other sites More sharing options...
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