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  Buffalo Bad Asses :: View topic - Compiling maps
 
Compiling maps

 
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HoosierDaddy
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Joined: Jan 05, 2008
Posts: 6

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PostPosted: Fri Jan 25, 2008 10:00 am    Post subject: Compiling maps Reply with quote

Having a little trouble compiling my first project with gtkRadiant (v.1.5)...

Tried to follow a couple tutorials, but not having much luck.

Also tried using WolfCompile, but can't get a list of files to pop up in the program, so I'm currently contacting the author about this.


Any help would be much appreciated!
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RayBan
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Joined: Jun 04, 2007
Posts: 14

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PostPosted: Fri Jan 25, 2008 5:19 pm    Post subject: Reply with quote

well, i have 1.5 installed, but i never use it. the versions around 1.4 and up
strayed from classic radiant so i stick with 1.3

but, what you can do is create your map in 1.5, then download a few things
to do external compiles, like q3map2, and q3map2build

http://shaderlab.com/q3map2/
http://www.bobdev.com/q3map2build.php

when you start q3map2build, you will need to specify paths and such,
and you get 3 compile stages, one for a bsp, the 2nd to 'vis' the map
( vis means it will create portals and sort them into a tree for quick indexing
to display only whats in the pvs )

and finally the light compile.

bsp - set on Custom, and in its options set enable meta
vis - just leave that as normal, no options
light - set on Custom, and in its options set Export ( all lightmaps for et are saved in an external folder )
-fast option and finally -lightmapsize option set to... oh, 128. that last option
just specifiys the size of the lightmap images to create, 128x128.

after all that, you can click on Build, then wait for it to finish.


you want to set options for each stage,
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Oreo
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Joined: Jan 28, 2008
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PostPosted: Mon Jan 28, 2008 9:39 pm    Post subject: Reply with quote

The way i usally compile my maps is through a .zip file
and add the .txt and make them to what i want, and change it from .zip to .pk3 (in the name) and then thats the way i do it, like this



filename.zip => filname.pk3

works like a charm for a compile
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HoosierDaddy
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PostPosted: Tue Jan 29, 2008 10:10 am    Post subject: Compiling Reply with quote

Excellent! I got my first map to work... so that's good news.



Many thanks for the tips. Will keep you posted.
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Zeus
BBA BigBoss
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Joined: Oct 05, 2006
Posts: 2101
Location: Going insane one day at a time.
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PostPosted: Tue Jan 29, 2008 10:12 am    Post subject: Reply with quote

Rays our resident map expert, if you have a question, I guarantee he can answer it. wtg
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HoosierDaddy
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PostPosted: Wed Jan 30, 2008 8:40 am    Post subject: Constructable objects, etc. Reply with quote

Yeah, Rayban does pretty darned good work!


I've got the basic object assembly down pretty good. Though constructable objects and scripting is going to be interesting.
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RayBan
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PostPosted: Wed Jan 30, 2008 11:37 pm    Post subject: Reply with quote

you all makin me gush.. lol

hoosier, you should get an account at www.splashdamage.com,
they made the game and have a large selection on tutorials.

i have made a google site also,but no tut's there yet,
http://raybanb.googlepages.com/

i added a bba link also on the page..
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HoosierDaddy
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Joined: Jan 05, 2008
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PostPosted: Mon Feb 04, 2008 3:56 pm    Post subject: Reply with quote

RayBan wrote:


hoosier, you should get an account at www.splashdamage.com,
they made the game and have a large selection on tutorials.

i have made a google site also,but no tut's there yet,
http://raybanb.googlepages.com/



Thanks. I love those binocs... very funny!
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