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View Full Version : -=- Radiant BSP Non - working help -=-


Crash_Overload
10-24-2004, 12:46 AM
Whenever I try to Compile a Map (BSP) I can get all the other files eccept the map.bsp... so when i try to load it using the console, I get the message asying "Can't laod map, couldn't find map.bsp" How do i fix this? If this isue has already been handled AND SOLVED or just handled, post a link or e-mail me, or both, thanx.

I quite playing JK2 beacsue of that... pissed me off... and now 3 eyars latter, system upgrade an all, same problem.

Mercenary
10-25-2004, 08:13 PM
Are you compiling with sof2map, the compiler that comes with JK2Radiant? If so get q3map2 and q3map2toolz. Make sure that the bsp is in the base/maps folder of your JK2 installation.

http://www.shaderlab.com/
http://www.planetquake.com/hro/webs/q3map2toolz.htm

Crash_Overload
10-26-2004, 06:47 AM
This IS what Appears in the Bottom Box when i run the BSP comand(s) From the JK2Radiant BSP Menu: (the only Map file that ends up is the the .map and the .bak)

---- 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\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2 map -vis C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\\base/maps/reallybig.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\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools>C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2 map -light -extra C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\\base/maps/reallybig.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 1 seconds

GL_Niels
10-26-2005, 08:35 AM
Are you compiling with sof2map, the compiler that comes with JK2Radiant?



---- BSP ----

usage: sof2map -bsp [options] mapfile


If so get q3map2 and q3map2toolz. Make sure that the bsp is in the base/maps folder of your JK2 installation.

http://www.shaderlab.com/
http://www.planetquake.com/hro/webs/q3map2toolz.htm

does that ring a bell?