Tremulous Forum
Media => Mapping Center => Topic started by: twilight on April 15, 2007, 09:05:30 am
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Hey I really want to know how to compile maps on a mac. I know you can use q3map2 but that's for pc. Can anyone like provide a step-by-step guide? Thx a lot.
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Im having enough troubles on the PC comp[iling, good luck on the mac.
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http://tremulous.net/phpBB2/viewtopic.php?t=2179
I think someone need to Sticky that topic.
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I browsed that thread but found nothing on how to compile maps...there are lots on getting gtkradiant to work...but nothing on compiling....unless I'm being really dense and am missing something here.
I did find these (http://www.netwolf.free.fr/mac-qvmtools/) I installed the first two but don't know what they do or how to use them...any help?
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I browsed that thread but found nothing on how to compile maps...there are lots on getting gtkradiant to work...but nothing on compiling....unless I'm being really dense and am missing something here.
No, you are quite right, there is nothing to do with compiling there, I have a mac and I might want to map with it, if im suicidal.
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I know that gtkradiant has a bsp menu that is used to compile maps into.bsp's...but the menu on my computer is totally blank...
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http://tremmapping.pbwiki.com/Starting%20Tremulous%20Mapping#Compiling
In GtkRadiant 1.5.0 there is a Build menu. Click that, there are preset build options under it. You can also add/customize the compile options.
For MACs, these links should help:
http://www.redsaurus.net/phpBB3/index.php
http://www.redsaurus.net/gtkrwiki/index.php/Downloads
Please do look through http://tremulous.net/phpBB2/viewtopic.php?t=2179 as someone definitely managed to get it working, although with some weird non-crashing bugs.
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again all those links provide me with a way to install gtkradiant...I've browsed all of those pages many times and found no instructions of how to compile maps....and also gtk 1.5 isn't available for intel yet, as I believe
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http://tremmapping.pbwiki.com/Starting%20Tremulous%20Mapping#Compiling
Did you even bother to click and read that ?
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again all those links provide me with a way to install gtkradiant...I've browsed all of those pages many times and found no instructions of how to compile maps....and also gtk 1.5 isn't available for intel yet, as I believe
sleek, do you map? If not, get out of the mapping forum, please. You're no help.
That guide is devoid of any information on how to compile. It gives no instructions, only a small overview of what each of the options does, it doesn't even tell you how to access those options.
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If your Build menu is blank, it means the trem.game folder in your GtkRadiant folder isn't setup properly. Check the file default_build_menu.xml in there and see if there is any build command defined. Most likely you didn't install the trem game folder properly.
You can do manual compile though. Do this from GtkRadiant folder:
q3map2.exe -light -fast -super 2 your_map_name_here
Replace q3map2.exe with whatever name your q3map2 binary is.
Just because I don't have a proper map released doesn't mean I don't know how to.
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thx a lot sleek! I think I'm almost there. The only problem is I can't find a download for the trem.game folder for gtk 1.4...and when I execute the code you put in your last post I get this:
Twilight-Lair:/Applications/MacRadiant 1.4.app/Contents/Resources/sw/radiant14 twilight$ ./q3map2.ppc -light -fast -super 2 /Applications/Tremulous/base/maps/"fed's map.map"
2.5.11
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 May 14 2006 17:27:02
A well-oiled toaster oven
VFS Init: /Users/twilight/.q3a/baseq3/
VFS Init: /Applications/MacRadiant 1.4.app/Contents/Resources/sw//baseq3/
--- Light ---
Fast mode enabled
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Loading /Applications/Tremulous/base/maps/fed's map.bsp
Loading /Applications/Tremulous/base/maps/fed's map.srf
************ ERROR ************
Error opening /Applications/Tremulous/base/maps/fed's map.srf: No such file or directory
Twilight-Lair:/Applications/MacRadiant 1.4.app/Contents/Resources/sw/radiant14 twilight$
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Try knocking the space and special character out of the filename.
Secondly: be sure the map doesn't leak (load point file in gtk)
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nope same thing happens w/o the space...how can I check for leaks? I'm sure there isn't any but is there like a command I can run or something check?
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when I ran q3map2.ppc -meta your_map_name_here it created a .bsp and a .srf but was unable to find any of the textures...I got:
Twilight-Lair:/Applications/MacRadiant 1.4.app/Contents/Resources/sw/radiant14 twilight$ ./q3map2.ppc -meta /Applications/Tremulous/base/maps/fedmap.map2.5.11
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 May 14 2006 17:27:02
A well-oiled toaster oven
VFS Init: /Users/twilight/.q3a/baseq3/
VFS Init: /Applications/MacRadiant 1.4.app/Contents/Resources/sw//baseq3/
--- BSP ---
Creating meta surfaces from brush faces
Loading /Applications/Tremulous/base/maps/fedmap.map
entering /Applications/Tremulous/base/maps/fedmap.map
WARNING: Couldn't find image for shader textures/arachnid2/001metal
WARNING: Couldn't find image for shader textures/pulse/e6simpwallsupp_tech_full
WARNING: Couldn't find image for shader textures/pulse/001metal
WARNING: Couldn't find image for shader textures/pulse/evil8_trim_e8support05
WARNING: Couldn't find image for shader textures/pulse/plexiglass
WARNING: Couldn't find image for shader textures/pulse/metal_panels
WARNING: Couldn't find image for shader textures/NULL
WARNING: Couldn't find image for shader textures/pulse/achtung_clang_128
WARNING: Couldn't find image for shader textures/skies/dragonclouds
WARNING: Couldn't find image for shader textures/pulse/base_flat_dark
WARNING: Couldn't find image for shader textures/pulse/e8_base1b
WARNING: Couldn't find image for shader textures/pulse/rmetal1b
WARNING: Couldn't find image for shader textures/pulse/controlpanel2
WARNING: Couldn't find image for shader textures/pulse/dark_metal
WARNING: Couldn't find image for shader textures/skies/dragonmoon
WARNING: Couldn't find image for shader textures/egyptsoc_wall/stone03b
WARNING: Couldn't find image for shader textures/egyptsoc_trim/128-04d
WARNING: Couldn't find image for shader textures/egyptsoc_trim/064-08d
WARNING: Couldn't find image for shader textures/egyptsoc_trim/032-03b
WARNING: Couldn't find image for shader textures/egyptsoc_mat/sand1b
WARNING: Couldn't find image for shader textures/pulse/metal-red
WARNING: Couldn't find image for shader textures/pulse/grt_offmtl
WARNING: Couldn't find image for shader textures/derelictb/achtung_clang_128
0 areaportals
Size: -288, -3456, -2128 to 4040, 1568, 1688
block size = { 1024 1024 1024 }
462 leafs filled
writing /Applications/Tremulous/base/maps/fedmap.prt
--- WriteSurfaceExtraFile ---
Writing /Applications/Tremulous/base/maps/fedmap.srf
Writing /Applications/Tremulous/base/maps/fedmap.bsp
Wrote 0.5 MB (472020 bytes)
1 seconds elapsed
Twilight-Lair:/Applications/MacRadiant 1.4.app/Contents/Resources/sw/radiant14 twilight$
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That was an example of how you can run q3map2. First you need to compile using
q3map2 BSP -meta
then for the final build do
q3map2 -light -fast -super 2
That's how I understand it should be done. Don't know if there is a better way out there. The most effective solution is to install the trem game folder for GtkRadiant properly though. The links I gave earlier contains all the info you need. I advice you to look thoroughly through the wiki.
edit: one more thing, you'll need -vis for good performance unless you want a laggy map.
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ok thx a lot! awesome I can compile maps now thank you...the only problem is it doesn't find the textures....I still get that error in my last post...where are the textures kept and how do I point them there?
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You need to install your GtkRadiant properly first. Please do so before the next question.
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well I'm pretty sure I have to point my project file to the correct location...but I don't know where to point it to and I've followed the guide found at:
http://tremmapping.pbwiki.com/GtkRadiant1_4-Win32
I just don't know where the textures are kept
EDIT: actually I don't think that error matters...it didn't say it can't find the textures...can't find the image or something...the only error I get wen running my map is that there are no spawn points or something...which is another problem. thx for all your help guys! : )
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then for the final build do
q3map2 -light -fast -super 2
If you would have cared to read the q3map2 wikibooks that you can find via the mapping wiki, you would have known that your 'final' compile example is outdated, since -super is deprecated.
Check the q3map2 wikibooks for more information. The mapping wiki has links to all the info you need to compile a map, if you cannot make it with the info provided, you might consider giving up your endavour and try something simpler.
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then for the final build do
q3map2 -light -fast -super 2
If you would have cared to read the q3map2 wikibooks that you can find via the mapping wiki, you would have known that your 'final' compile example is outdated, since -super is deprecated.
Check the q3map2 wikibooks for more information.
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Well, the wiki doesn't say it's deprecated at all. It just doesn't mention it.
http://en.wikibooks.org/wiki/Q3Map2
Even the build menu contains them so I didn't have a slightest idea they were deprecated.
On the other hand, thanks for the info. I'm not exactly leet at mapping, so please pardon my ignorance. Not that the deprecated switch harmed anything at all.
edit: The switch is not deprecated on my GtkRadiant 1.5.0 + q3map2 toolset. I might need to get the q3map2 updated.
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ok thx for all the help! : )
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That was an example of how you can run q3map2. First you need to compile using
q3map2 BSP -meta
then for the final build do
q3map2 -light -fast -super 2
Don't forget the vis calculations. Otherwise the entire map will be rendered at all times, which is very bad for framerates on any map larger than a few small rooms.
q3map2 -vis