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Q3Map 2.3.0-a20


ydnar

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Q3Map 2.3.0-a20 - Readme

 

From readme:

 

2.3.0-a20 (2002-09-26)

 

- SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog

- SOF2/JK2 light "scale" key to scale light brightness

- SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming

 

 

This release is part of SOF2/JK2 support completion, and is primarily targetted at mappers for those games. Q3/RTCW/EF mappers are welcome to try the new entity keys, as they should work in those games as well. Q3 might not like the brushless fog, but it may work.

 

Unlike other map keys that specify a shader, the "_fog" key takes a full path to a shader, including the "textures/" prefix. I may change the rest of the BSP shader keys to this standard in a future release.

 

I have tested this release on SOF2 only, but it shouldn't break anything else. Thanks to Raven for supplying me with test maps to compile. :)

 

To do:

 

- SOF2/JK2 lightstyles

- SOF2/JK2 lightgrid array

 

 

Cheers,

y

 

 

Addendum:

 

I noticed that there were some missing _bsp shaders for models. I created some of my own to make my test maps look OK, and in the process, added two things:

 

surfaceparm trans

surfaceparm alphashadows

 

When added to masked leaf shaders, they will cast per-pixel shadows on the world.

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i just tried to compile my map with q3map2 but i get an error when i want to play it:

 

MOD_Loadbmodel: funny lump size

 

i did a search on google and on the forum of quake3world.com but i couldnt find a solution for this prob... any idea ?

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AK:

 

Q3Map2 compiles considerably faster than Q3Map, which is not used by JO. JO uses SOF2Map, which Q3Map2 also compiles much faster than. Lighting is also MUCH better.

 

BTW:

 

The -fast feature on lighting will make things either extra bright or extra dark, just change your lights accordingly, or don't use it.

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Q3Map 2.3.0-a21 - Readme

 

From readme:

 

2.3.0-a21 (2002-10-02)

 

- Fixed a stack of really stupid bugs in the lightgrid code. Should be faster

and more predictable now.

- SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can

compile full, release-worthy SOF2 and JK2 maps.

- SOF2/JK2 damageshader and damagable brush faces should work correctly now.

 

 

All that's left for proper Jedi Knight 2 support is lightstyles. Other than that, this is the money shot, and fully usable for releasing maps.

 

 

Cheers,

y

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this ROCKS!!

and i really really want to try it. Could someone do me a favor and tell me how to set up gtkradiant to use this? I'd greatly appreciate it. I looked through the manual and other links but am still having a bit of difficulty. I'm assuming I change my command line in the fullvis option of project settings?

i'd greatly appreciate the help

cheers!:cool:

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Hi I´ve checked out your site and tried the q3map2. It´s really great, thx! The first thing I´ve checked was that the lightstyles didn´t work ;)

 

If everything goes right we will use your compiler for our DarkForces Mod and you will be in the credits of course.

 

Q: I´ve read about a "bumpmapping" feature!? :D

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Bell: I don't use GTKRadiant to start the compilation, I use a batch file intead (I don't remember, who made it but was someone from this forum). This is for the final compiling.

 

@echo off
REM Replace these paths with your own.

"D:\Games\Jedi Outcast\GameData\Tools\q3map2\q3map2.exe"
-meta -game jk2 -fs_basepath "D:\Games\Jedi Outcast\GameData"
-fs_game base %1

"D:\Games\Jedi Outcast\GameData\Tools\q3map2\q3map2.exe"
-vis -game jk2 -fs_basepath "D:\Games\Jedi Outcast\GameData"
-fs_game base %1

"D:\Games\Jedi Outcast\GameData\Tools\q3map2\q3map2.exe"
-light -super 2 -fast -patchshadows -game jk2 -fs_basepath
"D:\Games\Jedi Outcast\GameData" -fs_game base %1

Pause

 

You can make GTKRadiant to use q3map2 in the Project settings dialog box, where the BSP menu commands are. Just change them properly.

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leslie judge you rock thanks!!

i made a batch file and ran it but i got

"the system does not recognize the path specified"

then proceeds to give me errors that the commands and switches are not recognized commands.

 

is there a particular file that the batch and q3map2 files should be in? hmm . . . i'm stumped

and thanks for the help

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i made a batch file and ran it but i got

"the system does not recognize the path specified"

Erm... I had to break the commands (except the first two) to get the whole thing fit on the screen. :) I've put an extra empty line in between the original commands. There are 3x3 lines. You have to make every 3 lines into 1 only!

 

And of course as the 2nd line says: change the paths to fit YOUR installation of JK2 ad q3map2.

 

Oh, and I have a shortcut on my desktop pointing to this batch file. I just drag&drop the .map file onto it from Windows Explorer.

 

 

"Error opening GameData\base\maps\map.srf No such file or directory" i dont know in what process this occures

buckman, however I can't help I can tell you that the message occures in the VIS process. Feel better? ;)

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Thanks Leslie, I'm gonna try that right now. Just a quick question though. The settings that you used there are the best compile settings? I mean with these settings you get the best looking map, lighting and all? An Ultimate setting if you will?

 

Or are there some options that you can add that will make it look even better?

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WhiteShdw: Probably this will give you the best result, however I'm not the man who made the batch file and I didn't examine the q3map2 settings very deeply. You may can find something to add.

 

-super 2 was -extra earlier and I changed -extra because q3map2 said I have to use -super 2 instead. I don't know right now if there is a better -super value or not.

 

And as ydnar said

All that's left for proper Jedi Knight 2 support is lightstyles. Other than that, this is the money shot, and fully usable for releasing maps.

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You don't use this like SoF2Map, infact you don't compile in GTK or JK2 Radiant at all. You have to compile it manually fromt the DOS prompt, or use a set of batch files like I made:

 

http://emon.netfirms.com/Q3Map2_BATs.zip

 

Just modify the paths to fit your own. You put them in your maps folder, then drag your MAP file onto the desired process, and watch it go...

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Originally posted by Emon

You don't use this like SoF2Map, infact you don't compile in GTK or JK2 Radiant at all. You have to compile it manually fromt the DOS prompt, or use a set of batch files like I made:

 

http://emon.netfirms.com/Q3Map2_BATs.zip

 

Just modify the paths to fit your own. You put them in your maps folder, then drag your MAP file onto the desired process, and watch it go...

 

Yeah, I figured I had to make a BAT file. I already have one set up for S2Map, so that I can compile without opening Radiant. I didn't know what extensions to use, but that link should help. Cheers E'.

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