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Post by WizardExt on Mar 21, 2015 14:41:17 GMT -5
I am trying different compilers (QBSP3, bsputils3 r2), but they fail. QBSP3 fails, with this output:
************ ERROR ************ SetQdirFromPath: no 'quake2' in D:\Games\Steam\steamapps\common\Quake 2\baseq2\maps\wizq2dm7
..what does this mean and how do I solve it? Is the spacing a problem (Quake 2)? My previous compilers and my new ones, are in the same folder.
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Post by knightmare on Mar 21, 2015 21:11:41 GMT -5
The tools don't like that you have Quake2 installed under a folder called "Quake 2", as they don't support spaces in filenames. You'll have to rename/move your Quake2 install, or use a folder elsewhere for editing.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 22, 2015 9:49:17 GMT -5
It's not only about the spaces -- they even refuse to work if 'quake2' is not part of the full path! Even for D:\games\q2\ they refuse to work.
This 'feature' of enforcing a certain directory name would be considered a bug for software written today I guess. But at least they show a proper error message.
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Post by WizardExt on Mar 22, 2015 16:45:20 GMT -5
Okay, thanks guys!
Another question, what's the best compiling tools available; bsp/vis/rad? Where can I download them?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 22, 2015 16:53:21 GMT -5
Okay, thanks guys! Another question, what's the best compiling tools available; bsp/vis/rad? Where can I download them? zipped for you.. arghrad, timvis3, txqbsp39. Send you Pm for download link
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Post by WizardExt on Mar 22, 2015 17:11:07 GMT -5
Thanks Margaal, I will try them! I am getting some weird issues with VIS and RAD. VIS rendering much more than necessary and RAD doing some weird light bleed/bounce. So I will give your tools a go, see if there are different results and if there is anything to learn. If so, I will of course share that information.
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Deleted
Deleted Member
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Post by Deleted on Mar 22, 2015 17:15:32 GMT -5
you're welcome WizardExt.. I made 28 maps with these tools, these are good!..
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Post by knightmare on Mar 22, 2015 18:11:10 GMT -5
I am getting some weird issues with VIS and RAD. VIS rendering much more than necessary and RAD doing some weird light bleed/bounce. Did you optimize your map with detail brushes? This is critical for large and/or complex maps, as VIS time increases exponentially with geometric complexity.
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Post by WizardExt on Mar 23, 2015 5:25:23 GMT -5
Did you optimize your map with detail brushes? This is critical for large and/or complex maps, as VIS time increases exponentially with geometric complexity. Actually I didn't do detail-brush pass. Not doing that, what could happen? I thought that would only impact the compile times, not causing any errors. My compile times are fine, but I experience some HOM-effects when it comes to VIS and some light-bleed/bounce from sky light, in places where it should not happen.
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Post by knightmare on Mar 23, 2015 14:33:44 GMT -5
Besides long compile times, HOM artifacts and disappearing faces can occur due to errors in the overly complicated VIS tree. I've fixed HOM errors in maps by just doing an extra detail brush pass. Among other things, stairs should be made detail, with a ramp underneath.
For your light problems, make sure you're not doing a simple surface light from your sky (which saturates everything), but are using ArghRad's sunlight feature instead.
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Post by WizardExt on Mar 24, 2015 16:16:28 GMT -5
Besides long compile times, HOM artifacts and disappearing faces can occur due to errors in the overly complicated VIS tree. I've fixed HOM errors in maps by just doing an extra detail brush pass. Among other things, stairs should be made detail, with a ramp underneath. For your light problems, make sure you're not doing a simple surface light from your sky (which saturates everything), but are using ArghRad's sunlight feature instead. Thanks knightmare! Much needed reminder. I spent some time now, making a detail-pass. It seems to have removed the HOM errors. I also investigate the light issues and they seem to appear when using Arghrad's _sun_ambient feature. If I don't use that, there are no weird light bounces/bleeds.
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Post by jitspoe on Mar 24, 2015 22:13:54 GMT -5
Just a tip: For more realistic lighting, you should use _sun_surface instead of _sun_ambient. _sun_ambient will uniformly light any surface that has any amount of sky exposed to it. _sun_surface acts more like regular sky lighting and will light areas that are partially occluded from the sky less. _sun_surface 1 will use the surface lighting settings on the sky itself, or you can use: _sun_surface <value> or _sun_surface <r> <g> <b> I have some example images here to better explain it: dplogin.com/forums/index.php?topic=27756.0Arghrad manual on the topic: anachrodox.disinterest.org/anachroradiant/arghrad3manual/sunlight.html
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Post by WizardExt on Mar 25, 2015 3:09:59 GMT -5
Thanks jitspoe for the tip and the example images! I was actually looking for your images, displayed in that thread. I remember seeing them here recently, maybe in your wip-thread for this contest, because I thought your lighting looked sharp. I must try this.
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Post by thehappyfriar on Mar 25, 2015 5:55:39 GMT -5
Thanks for the link to the Arghrad manual. Time to save that as a PDF!
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Post by jitspoe on Mar 25, 2015 22:41:18 GMT -5
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