Tremulous Forum

Media => Mapping Center => Topic started by: onykage on March 25, 2009, 02:55:46 pm

Title: IOq3maptools
Post by: onykage on March 25, 2009, 02:55:46 pm
Hello,

I recently released a gui front end tool that works as a connector between the level designer and the map compiler.  I have plans to incorporate tremulous into the tool, but I have been having issues with some of the switches that are passed and getting the map texture and shader data the compile correctly.  I need to know a few details about how you compile a map built for tremulous.  You can read more here (http://www.onykage.com/forum/viewtopic.php?f=18&t=91&p=193#p193) if you would like to know more about the project.

What I need to know.  Some of this I think I know the correct answer but I would rather double check from those who know for sure.

-buildoptions = -meta -vis -fast -light -fastest -super 2 -filter -bounce 8 .. any others specific to tremulous?
-game = gametype = ?
-fs_game = fsgametype = ?
-fs_basepath = engine path = ?
-default map path = ?

When compiling a bot file is there any other switches that are needed besides -bsp2aas?

Any other option or custom switches that are used or passed?

Many thanks for your time I appreciate it very much.

Title: Re: IOq3maptools
Post by: CATAHA on March 25, 2009, 03:14:57 pm
Some comments:
Mapmakers choose which options they use. I using one option string for quick compilations (just if wanna check how it will be in game, compare sizes and such) and other string for beta/release. AFAIK most work done with trem.game settings under GTK/Net Radiant. You just compile it for 'tremulous' game. =] And i do not rly know any good bots for trem, so you can 4got about aas troubles. =]
Title: Re: IOq3maptools
Post by: Amanieu on March 25, 2009, 03:22:55 pm
Tremulous doesn't have bots that use aas files (Well the Tremfusion bots do, but they use a custom bspc).

fs_game should be "base".

Tremulous doesn't have gametypes.

I am not a map make so I can't help you much more.
Title: Re: IOq3maptools
Post by: TRaK on March 25, 2009, 04:28:19 pm
You need to add -custinfoparms to -bsp to get custom tremulous shaders to work(nobuild, etc).

I don't see many experienced mappers using this tool unless you add a way to customize/configure the build scripts. You should also specify somewhere what the parameters for each compile are(instead of just saying 'final', 'test', etc).

I would use -samples and -samplesize by default instead of -super and -filter.

fs_basepath is just the path to the tremulous folder. By default it's probably c:/program files/tremulous.
Also, if I remember correctly, you need to set -forcedivisible or something like that in bspc if you compile with -meta. Tremulous doesn't use bots.
Title: Re: IOq3maptools
Post by: onykage on March 25, 2009, 06:01:44 pm
Wow, Hey traK, It didnt even occur to me to go and dig you up on iRc.  Hmm, I suppose I could add an expert setting to allow for custom switches.

Did you try the program out yet?  Any other suggestions?
Title: Re: IOq3maptools
Post by: CreatureofHell on March 25, 2009, 06:14:29 pm
I get this:
Code: [Select]
Error 906: Invalid Command Line when converting a .bsp to a .map
 :P
Title: Re: IOq3maptools
Post by: onykage on March 25, 2009, 06:32:09 pm
post bug reports on my forum if you dont mind.  If you post them their they are added to my bugspray.  Helps me kill bugs faster  :laugh:.

please keep in mind, i didnt add support for tremulous yet, so if you did that with a tremulous map, then I can see you getting an error like that.  If you dont mind could you post in some detail exactly what map you were trying to decompile and possibly even provide the map for me?
Title: Re: IOq3maptools
Post by: Ingar on March 26, 2009, 06:07:27 pm
A q3map2 frontend without the ability to modify the compiler arguments is rather useless.
Also, the default q3map options in radiant are usually very crappy.

My options fot fast compile:
Code: [Select]
q3map2.x86_64 -v -game tremulous -fs_basepath /opt/games/tremulous -fs_game base -leaktest -custinfoparms -samplesize 16 -meta box.map
q3map2.x86_64 -v -game tremulous -fs_basepath /opt/games/tremulous -fs_game base -vis -saveprt box.map
q3map2.x86_64 -v -game tremulous -fs_basepath /opt/games/tremulous -fs_game base -light -faster -samples 2 -patchshadows  box.map

Final settings:
Code: [Select]
q3map2.x86_64 -v -game tremulous -fs_basepath /opt/games/tremulous -fs_game base -leaktest -custinfoparms -samplesize 8 -meta box.map
q3map2.x86_64 -v -game tremulous -fs_basepath /opt/games/tremulous -fs_game base -vis -saveprt box.map
q3map2.x86_64 -v -game tremulous -fs_basepath /opt/games/tremulous -fs_game base -light -fast -shade -dirty -patchshadows -samples 3 -bounce 6 -bouncegrid box.map
Title: Re: IOq3maptools
Post by: onykage on March 27, 2009, 05:13:23 am
A q3map2 frontend without the ability to modify the compiler arguments is rather useless.
Also, the default q3map options in radiant are usually very crappy.

yes, but those options are for novice users.  I have a custom argument window added into the next release.  I wanted to add tremulous and nexuiz to the settings before I did the release.

The custom arguments is like the number 1 gripe.  So Im definately going to have that added on the next release.

thankyou for the code also.  very helpful.

I want to have a novice user ability with the flexibility to have advanced users use it just for simplicity sake.  Or for atleast those whom unlike you dont know or understand linux systems.

I wish I could make a linux version that was remotely useful, but when you have bash, you really dont need anything else. ;D