Patrick_H Posted May 28, 2003 Share Posted May 28, 2003 If your compilier ever runs for around 40 seconds, completes, and doesn't create a BSP file, check to make sure you didn't leave a new shader file in the shaders directory. I had a new one called "garrison" in there, and as soon as I removed it, compiling returned to normal. Most annoying bug in my life! If some lonely soul hadn't fixed his own problem and reported it at massassi.net then I'd still be crying about it today! I spent a day trying to figure that out. I reinstalled Jk2 Radiant, GTK Radiant- but nothing worked. And it left me with one nagging question: How do I test out custom shaders in MP mode? I.E. for light-emitting, transparent, skies, and the ever retarded "surfaceparm metalsteps- water-splashing-replacement" shaders? Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 For Radiant: edit shaderlist.txt, and add "yourshader.shader" to the list. If you're the anal type, put it in correct alphabetical order. For jk2mp.exe: do the console command "set sv_pure 0" before you "devmap yourmap." Link to comment Share on other sites More sharing options...
Patrick_H Posted May 28, 2003 Author Share Posted May 28, 2003 rgoer, I did exactly that and my map wouldn't compile! And my shader had exactly one definition in it to redefine a "metalsteps" texture. Of course, I am willing to accept that I may have made a mistake, so I will try again. Unless... I only add in the altered shaderlist file and the shader when I go to test and remove it when I compile? I'll be back with more when I've tried all this out. Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 Would you mind looking in junk.txt and posting what it says, as to why it woudn't compile? From the sounds of it, there's a typo in your shader definition. something like "blendFund add" will ususally only render your shader useless, not prevent compile, though... Link to comment Share on other sites More sharing options...
Patrick_H Posted May 28, 2003 Author Share Posted May 28, 2003 I would look in the junk.txt file but I can't find the damn thing! ...and Windows XP long ago stopped letting me do a file search on my machine. Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 ok, so here's a neat trick for you: right click on the desktop and choose "new shortcut." target that shortcut at this location: "C:\Documents and Settings\<your user name>\Local Settings\Temp\junk.txt" Link to comment Share on other sites More sharing options...
Patrick_H Posted May 28, 2003 Author Share Posted May 28, 2003 Cool! I'm traditionally a Mac user so I'm not used to thinking this way. I'm an artist, y'know... Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 If you are compiling with q3map2 and q3map2toolz (as you probably should be, heh heh), you'll find the various logs in the program files/q3map2 toolz/logs/ folder. heh, I only use XP here at work... most of my other development and design is done on OS X, so I hear ya, brother. It's all the same, though, really... I mean, you just basically did a "ln -s 'my junk.txt alias' 'path/to/junk.txt'" Link to comment Share on other sites More sharing options...
Patrick_H Posted May 28, 2003 Author Share Posted May 28, 2003 I'll have to try that compiler. I have been using sofmap2 with JK2 Radiant. I tried the one included with GTK Radiant and it was being too fussy so I gave up. Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 Look a few pages back in the forum for a thread called "what compile options should I choose for the final level" or something like that. Much about q3map2 and q3map2toolz is detailed there. Link to comment Share on other sites More sharing options...
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