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nemNEMnem
Posts: 271 Joined: Sat Aug 20, 2011 11:11 am
Location: Germany
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by nemNEMnem » Sat Nov 26, 2011 12:05 pm
hi guys, i have an idea to a gametype, but that later.
problem is this error:
Code: Select all
BSPC version 1.7, Dec 22 1999 19:37:59 by Mr Elusive bsp2aas: ctctest.bsp to ctctest.aas -- Q3_LoadMapFromBSP -- Loading map from ctctest.bsp... creating planar surface planes... searching visible brush sides... 0 brush sides0 brush sides textured out of 72 -------- Brush CSG --------- 24 original brushes 24 output brushes -------- Brush BSP --------- 24 brushes 50 visible faces 0 nonvisible faces 144 total sides Win32 multi-threading 1 threads max depth first bsp building 47 splits 65 KB of peak total bsp memory BSP tree created in 0 seconds ------- Prune Nodes -------- 14 pruned nodes ---- Node Portalization ---- 33 nodes portalized 0 tiny portals 6 KB of portal memory 24 KB of winding memory ------ FloodEntities ------- WARNING: no entities inside **** leaked ****
but i have 3 info_deathmatches and 1 light inside... also there are 12, not 24 brushes inside...
what the fuck ist that?
for a big tree, you need a small axe. --Bob Marley --
johnnyenglish
Space cake
Posts: 898 Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England
Post
by johnnyenglish » Sat Nov 26, 2011 12:08 pm
are you using -forcesidesvisible and -optimize
nemNEMnem
Posts: 271 Joined: Sat Aug 20, 2011 11:11 am
Location: Germany
Contact:
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by nemNEMnem » Sat Nov 26, 2011 5:27 pm
with optimize, i get the same and with forcesidevisible he say me that that is an unkown parameter...
for a big tree, you need a small axe. --Bob Marley --
flajeen
Posts: 289 Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal
Post
by flajeen » Sat Nov 26, 2011 6:38 pm
forcesides visible
nemNEMnem
Posts: 271 Joined: Sat Aug 20, 2011 11:11 am
Location: Germany
Contact:
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by nemNEMnem » Sun Nov 27, 2011 10:19 am
unknown parameter: forcesidesvisible
for a big tree, you need a small axe. --Bob Marley --
johnnyenglish
Space cake
Posts: 898 Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England
Post
by johnnyenglish » Sun Nov 27, 2011 10:25 am
Nemnemnem
Try this version of bspc
Here
nemNEMnem
Posts: 271 Joined: Sat Aug 20, 2011 11:11 am
Location: Germany
Contact:
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by nemNEMnem » Sun Nov 27, 2011 11:11 am
mhm... i can now create the aas file, but now the fucking urbanterror crashes when i want to start the map with bot_enable 1, it load everything, but then: awaiting snapshot for over 10 minutes...
for a big tree, you need a small axe. --Bob Marley --
johnnyenglish
Space cake
Posts: 898 Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England
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by johnnyenglish » Sun Nov 27, 2011 11:25 am
Remove all other maps from q3ut4 and if it still crashes a lot, remove the 4.1.1 stuff.
theRipper
Posts: 223 Joined: Tue Aug 30, 2011 1:57 pm
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by theRipper » Wed Nov 30, 2011 9:01 am
WHY NOT USE Q3MAP2TOOLZ
johnnyenglish
Space cake
Posts: 898 Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England
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by johnnyenglish » Wed Nov 30, 2011 9:24 am
Who me?
Coz I use linux and prefer to develop a script for each map I make like this which adds surface sounds and bot as part of the compile
Spoiler: show "${Q3MAP2}" -v -threads 1 -game quake3 -fs_basepath "${URTDIR}" -fs_game q3ut4 -meta -patchmeta -subdivisions 1 "${MAPNAME}" "${Q3MAP2}" -v -threads 1 -game quake3 -fs_basepath "${URTDIR}" -fs_game q3ut4 -vis -saveprt "${MAPNAME}" "${Q3MAP2}" -v -threads 7 -game quake3 -fs_basepath "${URTDIR}" -fs_game q3ut4 -light -bounce 9 -patchshadows -samples 2 -filter -shade -exposure 190 -fast -radbump "${MAPNAME}" "${HOME}"/bin/bsp-redone -si "${MAPNAME}".bsp "${HOME}"/mapping/maps/bus.surfaces "${HOME}"/ZeroRadiant/bspc -bsp2aas "${MAPNAME}".bsp -forcesidesvisible -optimize