Wes Marrakesh Posted November 8, 2002 Share Posted November 8, 2002 I tried to run it and got some funky error about not finding a .dll.... can someone give me the link to that tutorial and website? Link to comment Share on other sites More sharing options...
Leslie Judge Posted November 8, 2002 Share Posted November 8, 2002 Here you can find the files you need: http://www.shaderlab.com/q3map2/2.3 And here is the Manual. Link to comment Share on other sites More sharing options...
wedge2211 Posted November 10, 2002 Share Posted November 10, 2002 What are the advantages of q3map? I've heard that it's faster/better but crashes a lot or that some people can't get it to work correctly. Link to comment Share on other sites More sharing options...
Wudan Posted November 10, 2002 Share Posted November 10, 2002 The advantages are too many too list - read the manual to see what it can do. It doesn't necessarily crash as much as users don't know what switches (options) to use when trying to compile with it. I wrote a shot bit about it: http://users.sisna.com/wudan/q3map2.html Link to comment Share on other sites More sharing options...
wedge2211 Posted November 11, 2002 Share Posted November 11, 2002 Okay, I'm now unfortunately one of those people. :sheepish grin: I executed the following lines on my Mars map (you've probably seen the screenies, those were taken on a BSP FastVis): C:\Games\JediOu~1\GameData\q3map\\Q3map2 -game jk2 -bsp -meta C:\Games\JediOu~1\GameData\\base/maps/mars.map C:\Games\JediOu~1\GameData\q3map\\Q3map2 -game jk2 -vis -fast C:\Games\JediOu~1\GameData\\base/maps/mars.map C:\Games\JediOu~1\GameData\q3map\\Q3map2 -game jk2 -light C:\Games\JediOu~1\GameData\\base/maps/mars.map First, I was really impressed with the speed of the compile...then when I devmapped it, none of my custom textures (which I already pakked) showed up, shaders with custom textures (i.e., fog) gave HOM effects, the lighting was overall very VERY dim, and a couple textures on some func_doors did not retain their surface settings (they went from a 1x1 fit to about a 20 x 20 tile). Sory to be so pesky, but I'd rther get familiar with this and fix it because it DOES look superior than just give up and resort to slow RAM-hogging sof2map. Link to comment Share on other sites More sharing options...
Leslie Judge Posted November 11, 2002 Share Posted November 11, 2002 Yeah, lighting is darker, however I use only q3map2 and light the scenes a bit more. And your problems... really don't know.(That helps not I know ) I never had those kind of problems, and probably most of us neither. Currently 2.3.29 is the latest version. Give it a try! Link to comment Share on other sites More sharing options...
WhiteShdw Posted November 11, 2002 Share Posted November 11, 2002 Originally posted by wedge2211 First, I was really impressed with the speed of the compile...then when I devmapped it, none of my custom textures (which I already pakked) showed up, shaders with custom textures (i.e., fog) gave HOM effects, the lighting was overall very VERY dim, and a couple textures on some func_doors did not retain their surface settings (they went from a 1x1 fit to about a 20 x 20 tile). Sory to be so pesky, but I'd rther get familiar with this and fix it because it DOES look superior than just give up and resort to slow RAM-hogging sof2map. mmm. I haven't had any problems with custom textures. DoTF was 98% custom textures and they all worked fine. But, you do have to have your custom shaders defined in your shaderlist.txt. That will give you problems if it's not in there. Also, i'm not sure, but i don't think q3_surfacelight(ie. light emitting shaders) works in q3map2. Link to comment Share on other sites More sharing options...
Leslie Judge Posted November 12, 2002 Share Posted November 12, 2002 q3map_surfacelight works with q3map2. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.