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Post by marscaleb on Nov 19, 2016 18:56:23 GMT -5
I'm completely new at mapping for any Quake games. Right now, I'm just trying to follow this tutorial I found about how to use GtkRadiant. The tutorial seems outdated but it still has been pointing me in the right direction. So all I've done is make a simple block room with the player start in it. I told it to compile the map. But it gives me this error: I'm not sure what the problem is because the file exists and I have WAY more system resources than this program could require.
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Post by knightmare on Nov 20, 2016 15:46:32 GMT -5
This is almost certainly your problem right here: "D:/Games/Quake Ports/KM Quake 2/baseq2" The Q2 map tools don't support filenames with spaces. Install in a different path instead.
BTW, KMQuake2 doesn't need its own install path. It cohabitates quite well in a regular Q2 install.
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Post by marscaleb on Nov 21, 2016 3:19:05 GMT -5
BTW, KMQuake2 doesn't need its own install path. It cohabitates quite well in a regular Q2 install. Good to know, but I like to keep them separate anyway. One other question on the subject of GtkRadiant. Is there a way to increase the size it displays textures at? Between Quake 2's dark colors and the way low resolution, I can't actually see what these textures look like. Also is there a way to have it display the resolution of the texture? It's not a big thing but it would be nice.
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Post by knightmare on Nov 21, 2016 12:30:30 GMT -5
There's a gamma adjust somewhere in Radiant's menus. In older (GTK)Radiant versions it's "Misc->Gamma...". Lower values are brighter.
I don't know of a way to change the display size or show the dimensions of textures in the selection window.
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Post by marscaleb on Nov 22, 2016 0:25:08 GMT -5
Okay, I finally had the time to go through and rename all my directories, but I STILL get the error.
...looking at that myself, I see no file in my directory called "quemap." I don't see it in ANY installation of Quake II I have, in fact.
Maybe I might find something different if I installed from my original disc instead of GOG, but I'm really not in the mood to rummage through all of my old boxes in storage.
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Post by knightmare on Nov 23, 2016 13:50:08 GMT -5
Quemap is a map compiler meant for Quetoo, a standalone Q2-derivative game. Make sure your game profile in GTKRadiant's preferences is set to Quake2 and not Quetoo. If changing that doesn't help, it should be possible to edit the compile script for GTKRadiant to use other compilers, but is likely a PITA and not worth it. There should be a folder named something like "Radiant" or "GTKRadiant" in your Q2 folder that contains some basic Q2 map compilers (qbsp3, qvis3, qrad3) or a merged one (q2map). Your best bet is to compile your maps externally from GTKRadiant using .bat/.cmd files with improved compilers, such as kbqbsp3, Geoffrey DeWan's qvis3, and ArghRad (needed for sunlight and simulated curved surfaces). ArghRad 2.01ArghRad 3.00 test
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Post by marscaleb on Dec 3, 2016 1:54:49 GMT -5
(Sorry for the lengthy delay; been occupied this last week.)
One, I am certain that I did not select "quetoo" as my game because I've never heard of it before and would not have selected it.
I don't see any of those names in any of my folders for Quake 2 or for GTKRadiant. Honestly I'm not following anything you said in that second paragraph.
If I use an external application to calculate the lighting, like this ArghRad, then how do I set up? Is it possible to have Radiant execute this program directly?
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Post by knightmare on Dec 3, 2016 14:20:48 GMT -5
Quetoo is another name for Quake2World, which is a multiplayer game derived from Quake2. Its map compiler is not exactly optimal for compiling maps meant for KMQuake2. Make sure that the selected game in GTKRadiant is just "Quake2" and not "Quake2World". Then try to compile your map again.
If that doesn't fix your problem, your best bet is to use the utils I linked to compile your map via a .bat/.cmd file. Download and extract their .zip files to a folder your can run them from (with no spaces in its path). Create a text file with the same name as your map (preferably in the same folder) and rename its extension to .bat or .cmd. Then edit it (right click, select Edit) and paste and edit the below text to match the map name/path and utils path you're compiling from:
D:\QERadiant\kmqbsp3 -chop 1024 -moddir D:\Quake2\q2mp4 D:\Quake2\q2mp4\maps\kmq2example1.map D:\QERadiant\qvis3 -threads 4 D:\Quake2\q2mp4\maps\kmq2example1.map D:\QERadiant\arghrad -threads 4 -bounce 8 -chop 128 -chopsky 1024 -chopcurve 128 -gamedir D:\Quake2\baseq2 -moddir D:\quake2\q2mp4 D:\Quake2\q2mp4\maps\kmq2example1.map pause
The map this is compiling is kmq2example1.map.
I have kmqbsp3.exe, qvis3.exe, and arghrad.exe in folder named D:\QERadiant, and the Quake2 files and KMQuake2 are installed in D:\Quake2.
The -threads # parameter for qvis3 and arghrad tells the compilers how many threads to use (qbpsp3 ignores this). Set this to the number of cores your CPU has.
The -chop 1024 parameter tells kmqbsp3 to chop world surfaces every 1024 units, instead of the qbsp default of 240. This allows for larger open areas with lower face/polygon counts, and thus higher framerates.
There are other parameters available, you should look at the text file that came in the .zip file with each compiler util.
Finally, run the .bat/.cmd file and wait for it to finish. Check the output from kmqbsp3 to make sure there's no *LEAKED* error message, as that indicates a hole in your map and will prevent qvis3 from running.
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Post by marscaleb on Dec 3, 2016 18:43:39 GMT -5
*Sigh* so there's no way to run it directly within the editor, I have to leave a folder open so I can run a bat file. This whole process is going to make it challenging to adjust lighting and make other small tweaks.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 3, 2016 22:32:00 GMT -5
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Post by knightmare on Dec 4, 2016 3:56:58 GMT -5
*Sigh* so there's no way to run it directly within the editor, I have to leave a folder open so I can run a bat file. This whole process is going to make it challenging to adjust lighting and make other small tweaks. It is technically possible, by editing the GTKRadiant project file. However, it's a major PITA with confusing syntax and lots of ways to screw it up. Just writing a .bat file is easier. Welcome to the way most mappers compile their maps. Here's what one of the compile commands looks like in a GTKRadiant 1.3 project file (more recent versions may be different): <key name="bsp_FullVis (nodetail, qrad -maxlt -extra)" value="! "D:\QERADI~1\\qbsp3" -moddir d:\quake2\q2mp4 -origfix -nodetail -chop 1024 $ && "D:\QERADI~1\\qvis3 " -threads 2 $ && "D:/Quake2/Radiant/qrad3" -threads 2 -maxlight 1 -extra -bounce 16 -chop 128 -chopsky 1024 -chopcurve 128 -gamedir d:\quake2\baseq2 -moddir d:\quake2\q2mp4 $"/>
Also, you do not want to use Quark for KMQ2 mapping. It allows the creation of brushes that aren't grid-aligned, resulting in far more brush/face splits, causing BSPs that tend to hit the numerical limits of the Q2 BSP format at ~2000 brushes. And KMQ2 is primarily geared toward allowing larger, more complicated maps than possible with vanilla Q2.
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Post by marscaleb on Dec 16, 2016 2:53:52 GMT -5
I didn't know Quark was still around and capable of running on modern computers. I just tried it, but it gave me an error when I tried to build that default map, saying it could not find TXQBSP3.EXE, TIMVIS3.EXE, and ARGHRAD.EXE. Also it would not let me select my KMQuake 2 folder for Quake 2.
I did manage to find another program called JACK that actually did manage to compile the test map with no problems. Seems to run great with KMQuake2 even. But it seems to be created by folks in Russia so I suspect it will be hard to get support if I have problems using it.
Well, I did manage to create a batch file to get my Radiant map to compile, so I guess now I get to spend my next day off playing with the editors to see which one I actually enjoy using the most. BTW, what was this "q2mp4" directory in your Quake2 directory? I just have baseq2 and that's where Radiant put my maps.
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Post by knightmare on Dec 16, 2016 13:22:02 GMT -5
BTW, what was this "q2mp4" directory in your Quake2 directory? I just have baseq2 and that's where Radiant put my maps. It's just a game folder I use for making test maps and stuff. Left over from a project I started long, long ago.
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