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03-17-2004, 01:30 PM
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#41
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Join Date: Apr 2002
Location: the netherlands
Posts: 457
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i told you what i know
it crashed without giving an error
Maps aren't released
...they escape
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03-17-2004, 06:34 PM
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#42
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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As far as the extra ships go - I was thinking they should just be map models rather than actual vehicles.
Pity about that crash. I guess it does it every time?
What lighting setting are you using to compile?
Try comping with a less complex lighting setup (ie just bsp/meta/vis/fastlight)
All the more complex lighting schemes can make your map crash before it even finishes compiling!
Monsoontide
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03-17-2004, 07:54 PM
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#43
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Join Date: Apr 2002
Location: the netherlands
Posts: 457
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could the problem be in the fact that i didnt do the -vis stage?
Maps aren't released
...they escape
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03-18-2004, 06:27 PM
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#44
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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I guess, since VIS is THE most important stage (Where the compiler works out which polys are viewable and which are not*), without it, I'm not sure the lighting stage has anything to work from.
(Also - VIS can take a hella long time - I think on my map VIS and Lighting take something like 16-20 hours to complete properly!!!!)
*Simplified version of what it does - someone will no doubt correct me
NOTE: Once you've VISed you can just run a lighting pass without having to revis the map (As long as you haven't changed anything within the map)
Monsoontide
Last edited by monsoontide; 03-18-2004 at 06:42 PM.
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03-18-2004, 06:50 PM
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#45
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Batch File From Raven
What i would do to make it easier is make a batch file...
I have put most of your pathing in there for you. (even the -lomem in lighting for you) All you should need is to add the path to the .map you are trying to compile.
copy this into a .txt file, save it... then rename the extension to .bat
copy everything from @echo off to pause
@echo off
set bsp_var=-v -meta -verboseentities -custinfoparms -samplesize 4
set vis_var=-vis -saveprt
set light_var=-v -light -lomem -fast -filter -patchshadows -samples 3
set quake_path="D:/Games/LucasArts/Jedi_Academy/GameData/Game"
set quake_path2="D:\Games\LucasArts\Jedi_Academy\GameD ata\Game"
set mod_dir=base
set map_path="exact/path/to/map.map"
set q3map_path="D:/Games/GtkRadiant-1.4/q3map2/q3map2.exe"
set gen_options=-game jk2 -fs_basepath %QUAKE_PATH% -fs_game %MOD_DIR% -v
%q3map_path% %bsp_var% %gen_options% %map_path%
%q3map_path% %vis_var% %gen_options% %map_path%
%q3map_path% %light_var% %gen_options% %map_path%
pause
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Justin "Jesterspaz" Negrete
Monsoontide
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03-18-2004, 06:51 PM
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#46
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Here's The One For JUST Lighting
Here is a batch file from Raven that is JUST for lighting.
@echo off
set light_var=-light -filter -approx 25 -patchshadows -samples 5
set quake_path="D:/Games/LucasArts/Jedi_Academy/GameData/Game"
set quake_path2="D:\Games\LucasArts\Jedi_Academy\GameD ata\Game"
set mod_dir=base
set map_path="D:/Games/LucasArts/Jedi_Academy/GameData/Game/base/maps/blah.map"
set q3map_path="D:/Games/GtkRadiant-1.4/q3map2/q3map2.exe"
set gen_options=-game jk2 -fs_basepath %QUAKE_PATH% -fs_game %MOD_DIR% -v
%q3map_path% %light_var% %gen_options% %map_path%
pause
Yes once this is made into a .bat just double click it to run it.
_________________
Justin "Jesterspaz" Negrete
Monsoontide
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03-18-2004, 08:53 PM
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#47
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Join Date: Apr 2002
Location: the netherlands
Posts: 457
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i folowed your instructions exactly but it didnt work
Maps aren't released
...they escape
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03-18-2004, 09:56 PM
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#48
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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You'll need to change all the paths in the code to point to the right place.
Best just to use the built in ones in Radiant unless you know what you're up to with these batch files. I did get it to work but it's a bit touch & go on whether or not it will work.
I use BSP - meta just for testing (When I'm making a lot of changes)
& -BSP - META -VIS -FASTLIGHT (For when I want a map with lighting - without going to all the time of doing a hi-res light pass)
Remember to keep an eye on the junk.txt file to find out what's going on during the compiling process...
Monsoontide
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03-23-2004, 10:34 PM
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#49
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Join Date: Apr 2003
Posts: 147
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You said you needed help with the lighting. Did you mean help as far as lighting the whole map?
Have you tried this:
http://www.map-center.com/modules.ph...a44be8b87a7835
It would only work for the areas that are visible by the sky, so the inside of the Star Destroyer still has to be lit manually, but it really makes outdoor lighting a lot easier. Plus, you could get good, fluid, ambient lighting all around the Star Destroyer.
I don't know if that's what you meant when you asked for lighting help. (I know monsoontide has been giving tips about the compiling half.)
It also makes the compiling process faster (for me at least).
Hope you can find that helpful.
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03-24-2004, 07:42 AM
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#50
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Join Date: Apr 2002
Location: the netherlands
Posts: 457
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this is what i'm using
the problem is the map wont compile the lightstage
Maps aren't released
...they escape
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05-10-2004, 10:31 AM
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#51
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Headhunter
Join Date: Nov 1997
Location: The Dawn of Time
Posts: 18,251
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Was the problem solved?
Sounds awesome (how did I miss this thread?)!
Anyway, curious if this is still being worked on these days and if it might be finished one day?
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05-20-2004, 04:46 AM
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#52
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Join Date: Apr 2002
Location: the netherlands
Posts: 457
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i plan to complete it one day but real lfie has taken over i wont eb able to work on this for some time
Maps aren't released
...they escape
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06-15-2004, 05:49 AM
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#53
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Headhunter
Join Date: Nov 1997
Location: The Dawn of Time
Posts: 18,251
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Sorry to hear that, but I look forward to seeing it complete one day, it sounds so awesome!
PS: Be sure to backup your work on CD just in case!
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