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#1 User is offline   blackhounter Icon

  • Account: blackhounter
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Posted 11 November 2010 - 04:44 PM

i got a weird problem i think. if i want to compile a map with gtkradiant the cmd comes up but when i try my map i ain't compiled o.O
sry if my englisch is bad

mapper Wolf

[MI6] is searching for members if you want to join just pm me we alreaddy got 3 members but they need to register first o.O

#2 User is offline   Kolossus Icon

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Posted 11 November 2010 - 05:03 PM

Can you explain better?

1- If possible, use q3maptoolz to compile, it works better than the one provided with radiant I guess.
2- post your console compiling log here so we can see what your engine does when compiling and find the problem.

#3 User is offline   blackhounter Icon

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Posted 11 November 2010 - 05:59 PM

the problem is if i use q3maptool my textures get weird :P i also don't know what's the problem but only bsp meta works compiling lighting for example don't work
sry if my englisch is bad

mapper Wolf

[MI6] is searching for members if you want to join just pm me we alreaddy got 3 members but they need to register first o.O

#4 User is offline   blackhounter Icon

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Posted 11 November 2010 - 06:03 PM

View Postkolossus, on 11 November 2010 - 05:03 PM, said:

2- post your console compiling log here so we can see what your engine does when compiling and find the problem.

eeehm where to find when you compile with gtk XD
sry if my englisch is bad

mapper Wolf

[MI6] is searching for members if you want to join just pm me we alreaddy got 3 members but they need to register first o.O

#5 User is offline   jtn191 Icon

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Posted 11 November 2010 - 07:41 PM

it's the bit of text that should scroll as it's working

#6 User is offline   Kolossus Icon

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Posted 11 November 2010 - 09:03 PM

Go to... View -> Console View (or something like that)

A window should pop up. copy the content (only the compile you are interested in) and paste here.

This post has been edited by kolossus: 11 November 2010 - 09:04 PM


#7 User is offline   mindriot Icon

Posted 12 November 2010 - 12:36 AM

In addition, post an image of the problem with the textures. Please use q3map2toolz or q3map2build if possible. Also, these need to be part of the compile switches.

http://forums.urbant...933#entry283933

#8 User is offline   blackhounter Icon

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Posted 12 November 2010 - 10:56 AM

i used those but my textures where smaller after i used that and the text fit didn't work

you mean this?

--- LoadMapFile ---
Loading C:/Program Files (x86)/UrbanTerrorMapmaking/q3ut4/maps/ut4_hillsover.map
entering C:/Program Files (x86)/UrbanTerrorMapmaking/q3ut4/maps/ut4_hillsover.map
       34 light entities
--- SetupBrushes ---
    15702 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
     1860 surfaces
     1460 raw lightmaps
       67 surfaces vertex lit
     1793 surfaces lightmapped
     1787 planar surfaces lightmapped
        0 non-planar surfaces lightmapped
        6 patches lightmapped
        0 planar patches lightmapped
--- SetupTraceNodes ---
************ ERROR ************
MAX_TW_VERTS (12) exceeded


sry if my englisch is bad

mapper Wolf

[MI6] is searching for members if you want to join just pm me we alreaddy got 3 members but they need to register first o.O

#9 User is offline   Richardyourgod Icon

Posted 12 November 2010 - 11:26 AM

to fix the textures click the -fs_basepath

#10 User is offline   Kolossus Icon

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Posted 12 November 2010 - 11:55 AM

First off, fix this:

ERROR: MAX_TW_VERTS exceeded
If you have this error, then you have a cluster of geometry getting sliced up too much in the compile. If you can't figure out where the problem is, then compile your map using Q3map2 with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt) then run your map and look for areas with lots of portals (the portals should appear as colored transparent walls in the game if you used the -dbugportals switch). Once you find the area that looks like it might be causing the problem, see if you can cut down on the geometry there and/or make sure your using detail brushes as well instead of only structural brushes. If you can't figure out where the problem is, then your only option is to run the -light phase in the compile with the -lomem switch (using Q3map2)to disable the trace tree subdivision, but use that as a last resort.

Second: You check the -fs_basepath? Do you have -fs_game q3ut4 in the command lines in q3maptools like Mindriot said?

Third: It's not really that what I asked... It's correct but it's only a small part, we'd like to see the whole compiling thing. I'm asking for the console thing that starts like
Setting up
Listening...


then continues like (the compiling main switches)...

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt


and ends like this:

       4 seconds elapsed
Disconnecting
Connection closed.


Copy from "Setting up" (or something similar) to "connection closed". If you want you can censor the map name with asterisks. :P

This post has been edited by kolossus: 12 November 2010 - 11:56 AM


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