lfnetwork.com mark read register faq members calendar

Thread: -=- Radiant BSP Non - working help -=-
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 10-24-2004, 01:46 AM   #1
Crash_Overload
Lurker
 
Join Date: Oct 2004
Posts: 6
-=- Radiant BSP Non - working help -=-

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.
Crash_Overload is offline   you may: quote & reply,
Old 10-25-2004, 09:13 PM   #2
Mercenary
 
Mercenary's Avatar
 
Join Date: Jun 2002
Posts: 381
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
Mercenary is offline   you may: quote & reply,
Old 10-26-2004, 07:47 AM   #3
Crash_Overload
Lurker
 
Join Date: Oct 2004
Posts: 6
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\\sof2map -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\\sof2map -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
Crash_Overload is offline   you may: quote & reply,
Old 10-26-2005, 09:35 AM   #4
GL_Niels
Rookie
 
Join Date: Sep 2005
Posts: 29
Quote:
Originally Posted by Mercenary
Are you compiling with sof2map, the compiler that comes with JK2Radiant?
Quote:
Originally Posted by Crash_Overload

---- BSP ----

usage: sof2map -bsp [options] mapfile
Quote:
Originally Posted by Mercenary
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?
GL_Niels is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Editing Central > JO Mapping > -=- Radiant BSP Non - working help -=-

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:11 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.