Author Topic: Can some one solve this problem plz?  (Read 10492 times)

Hydra

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Can some one solve this problem plz?
« on: August 16, 2006, 02:47:50 pm »
in my gtkradiant my map looks like this:


but in trem, my map looks more like:


does any one kno why this is?

ps the brighness is just my grama.
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

SLAVE|Mietz

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Can some one solve this problem plz?
« Reply #1 on: August 16, 2006, 02:53:50 pm »
shaders, lightning, stuff

vcxzet

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Can some one solve this problem plz?
« Reply #2 on: August 16, 2006, 02:55:01 pm »
what is your in game gamma?
map should look fine with 1.3-1.4 So place your lights to achive this
you added too much lights? or lights have high intensity?
edit: doh irrelevant
it is about texture placement and size. right?

Thorn

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« Reply #3 on: August 16, 2006, 03:06:41 pm »
what type of compile are u using? try a

-bsp -meta -vis -light -fast -filter -super2

Moofed

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« Reply #4 on: August 16, 2006, 03:14:05 pm »
I think he meant how the textures are scaled wrong.  No idea what would cause that.  Maybe bad q3map2 options?

SLAVE|Mietz

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« Reply #5 on: August 16, 2006, 03:28:06 pm »
oh yeah, right :) i didnt even notice the textures were not in place.

maybe you didnt hit the apply button on the surface inspector.

Thorn

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« Reply #6 on: August 16, 2006, 04:20:52 pm »
Hydra. There is no shadeing ANYWHERE in the trem pic. Either you have used ambient lighting at a level of 50000 or its not lihgtmapped. oh and buy the looks of things its a bit big aint it?

The texture mis match may be cause but not doing a full compile.

EDIt:if you quit radient while compiling it really can screw things up.

krom

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« Reply #7 on: August 16, 2006, 04:30:51 pm »
Same here with GTK 1.4. Since there is no mention of texture scaling in compilation line, the info might be in the .map.

Here left wall has been resized to fit 1 texture on 1 side:


The scaling is by 4, but why?

Edit: I tried with 1.5 and got the same result. Problem concerns only brushes. Patches and curves are ok.

Hydra

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« Reply #8 on: August 16, 2006, 04:51:36 pm »
theres noting wrong with the lights, ill put them in later. its the textures that are wrong. and ive tryed all the compiling methords.
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

krom

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« Reply #9 on: August 16, 2006, 04:54:10 pm »

Ok i got it: for a reason i ignore, under 1.4 the .srf file is wrongly created and messes up the textures coordinates.

One solution is to compile under 1.5 and edit under 1.4.

FireLite

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« Reply #10 on: August 20, 2006, 01:41:51 pm »
that soloution didnt work for me

any other ideas :(

vcxzet

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« Reply #11 on: August 20, 2006, 04:23:14 pm »
upload the map file(a map that has the problem) and give the link.
I or someone else can help

FireLite

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« Reply #12 on: August 20, 2006, 05:11:58 pm »
ok its not the map file i just tested it by changing the value from 0.500000 to 1.500000 and other values and it isnt that because it is changing in radiant,

so it must be when i compile or how tremulous is reading the file?

the compile command im using is run from a launcher which executes this bash script:

Quote
#!/bin/sh
#create my map
sudo /opt/gtkradiant/q3map2.x86 /home/ubuntu/games/tremulous/base/maps/mymap.map
sleep 20


so maybe the error is caused when i compile???
that is the bash script which compiles using 1.5 it was slightly different paths when i compiled with 1.4 but the same pretty much

vcxzet

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« Reply #13 on: August 20, 2006, 09:42:15 pm »
oh you should run q3map2 within gtk radiant
otherwise it wont compile right afaik(I see no reason why it shouldnt compile but :/)

FireLite

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« Reply #14 on: August 20, 2006, 10:49:33 pm »
how would i do that ???

the only reason i do it this way is because its the only way someone told me how to (aka MWA)

who has helped me loads with silly lil questions

Mwa

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« Reply #15 on: August 22, 2006, 01:59:01 pm »
Try sudo chmod -R 777 /opt/gtkradiant/, you might find it makes things easier when compiling.
As for making it work from inside radiant, I'm fairly sure I told you. If not, check the most recent few pages of this forum.
As for the textures.
http://bubba.planetquake.gamespy.com/short1.html
Check out the stuff on that page. I'm fairly sure that bit about fitting textures will solve your problems.
awr.

Moofed

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« Reply #16 on: August 22, 2006, 03:41:03 pm »
There is much more to compiling a map than just a straight q3map2

My somewhat quick compile goes like this:
Code: [Select]

q3map2 -v -meta -custinfoparms -samplesize 16 "your.map"
q3map2 -vis -v -saveprt "your.map"
q3map2 -light -v -fast -patchshadows -bounce 1 "your.map"


That is all done automatically through gtkradiant's build menu (I use 1.5) .  The corresponding entry in the customize dialog looks like:
Code: [Select]

[q3map2] -v -meta -custinfoparms -flares -leaktest -samplesize 16 "[MapFile]"
[q3map2] -vis -v -saveprt "[MapFile]"
[q3map2] -light -v -fast -patchshadows -bounce 1 "[MapFile]"

OverFlow

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Can some one solve this problem plz?
« Reply #17 on: August 23, 2006, 05:47:44 am »
I've had this happen... and I think it was related to q3map2 not actually 'seeing' the texture and shader files when its compiling... So it might have something to do with your directories and such not pointing to the right places or something...

Hydra

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« Reply #18 on: August 23, 2006, 11:41:51 am »
i have another problem, i cant get the -vis complie to work, says something like cant open <mapname>.prt
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

Lava Croft

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« Reply #19 on: August 26, 2006, 09:42:46 am »
the .prt file is generated upon a succesful BSP compile. That is, when your map has no leaks. It's the file VIS uses to read the portals of your map. A leaked map means no .prt file. (Correct me if I'm wrong please.)

DIGI_Byte

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« Reply #20 on: August 30, 2006, 06:10:29 am »
Quote from: "ERR:OverFlow"
I've had this happen... and I think it was related to q3map2 not actually 'seeing' the texture and shader files when its compiling... So it might have something to do with your directories and such not pointing to the right places or something...

 i think i have that problem now thanks too juex
what file is it?

if its the 'defualt_proj.proj'

then can somone send me their one for quake 3 (long story)

krom

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« Reply #21 on: August 30, 2006, 10:59:18 am »
Quote from: "Lava Croft"
the .prt file is generated upon a succesful BSP compile. That is, when your map has no leaks. It's the file VIS uses to read the portals of your map. A leaked map means no .prt file. (Correct me if I'm wrong please.)



Lava just answered your question about that missing .prt file.
Give it a simple vis compilation to generate it.

DASPRiD

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« Reply #22 on: September 09, 2006, 09:35:13 pm »
I have the same Problem with the incorrect texture scale. Using GTK Radiant 1.4 on Linux with Q3map2 2.5.16. Somebody found a solution for this problem?

-Edit-
Ok, I could fix it. The problem was, that q3map2 was searching for the textures in tremulous/baseq3. So I created a symlink (ln -s base baseq3), and now it works :).
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LinuxManMikeC

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« Reply #23 on: December 14, 2006, 08:41:56 pm »
Quote from: "DASPRiD"
Ok, I could fix it. The problem was, that q3map2 was searching for the textures in tremulous/baseq3. So I created a symlink (ln -s base baseq3), and now it works :).

This is fixed in the latest version of q3map2 included in GtkRadiant svn revision 124.
http://tremulous.net/phpBB2/viewtopic.php?t=2774
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