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Post by ranhcase on Dec 27, 2016 16:07:46 GMT -5
EDIT: I'm getting a more important problem, i've got a "template" for compiling maps, i've set it up properly, and it compiles, but when running the map on game, it has no lightning, i don't know wich of the compiling tools is the one to handle the lights, so i have no idea how to fix it(and if i knew wich one was, i would still don't know how to fix it ), if anyone can help me, i would apreciate. I didn't know where to put this, but as it happens with Trenchbroom 2 specifically, it's here. This may be a noob/stupid question(and probably is) , but every time i try to launch my map to test it in trenchbroom 2, i get this error: "Couldn't load pics/colormap.pcx", it happens with the normal q2 executable, and with KMQuake2 too. i don't know what to do, so i could use some help...
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 29, 2016 0:52:03 GMT -5
hi with the lighting in map you might need a differnet rad ,, i use arghrad, i have attached the files you need. Attachments:q2compiling.zip (208.27 KB)
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Post by ranhcase on Dec 29, 2016 15:32:45 GMT -5
i use arghrad, but i tried with your files and it didn't worked. I suspect that i didn't set the .bat file correctly, and this is what is causing the errors
EDIT: also, i would like help with my launch in tenchbroom project, because it still fails to work.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 30, 2016 12:56:05 GMT -5
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Post by knightmare on Dec 30, 2016 17:15:16 GMT -5
Did you check the output from the compiling process? Watch to see if it says LEAKED at any point. If a map leaks in the bsp stage, the vis and rad (radiosity) stages won't run, and you get a fullbright map. There should be a .lin file generated in the same folder as the .map you are compiling. The editor should support loading and showing that, which will show you where the leak is.
Also, the "Couldn't load pics/colormap.pcx" is likely due to Q2 being launched in the wrong path, and it can't find the pak files.
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Post by ranhcase on Dec 31, 2016 7:44:00 GMT -5
i've made a box, and made sure it didn't leaked, put a light and the player start, and compiled, everything is completely black.
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Post by knightmare on Dec 31, 2016 12:48:48 GMT -5
OK, dark means that the light stage did complete. What light value does the point light have? Any other keys/values set?
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Post by ranhcase on Dec 31, 2016 18:27:44 GMT -5
i'm sorry, but i don't really know what 'point light' you mean. :/
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Post by knightmare on Jan 1, 2017 3:57:05 GMT -5
The light entity, as opposed to a surface light.
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Post by ranhcase on Jan 1, 2017 7:05:53 GMT -5
the value is 150
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Post by knightmare on Jan 2, 2017 13:39:46 GMT -5
Does the light have any other keys/values set such as fade, falloff, or color?
Also, are you able to edit the command line that Trenchboom uses to call the map compilers? There may be parameters added (such as -scale) that would make a map darker than it would otherwise be.
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Post by ranhcase on Jan 2, 2017 17:12:10 GMT -5
no, no colors or any other keys that could cause it to be black (as far as i'm corcerned)
And i'm not using trenchbroom to compile though, it was to hard; i used Quark for that, and i think that it is possible to do that with it
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Post by knightmare on Jan 4, 2017 16:18:39 GMT -5
Try increasing the light value of the light to 300 or higher.
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Post by ranhcase on Jan 4, 2017 18:18:59 GMT -5
i've set it to 500 and nothing has changed
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Post by knightmare on Jan 5, 2017 1:36:26 GMT -5
OK, sounds like it's time to try compiling with something else. Try using the QBSP3 and QVIS3 on this page: home.insightbb.com/~gryndehl/q2compile/quake2.htmlIf you're developing your map specifically for KMQuake2, you'll want to use my custom QBSP3 instead: www.markshan.com/knightmare/downloads/kmqbsp_113d.zipAnd either of these two versions of ArghRad: www.markshan.com/knightmare/downloads/arghrad201.zipwww.markshan.com/knightmare/downloads/arghrad300t.zipNext you'll need to write a .bat or .cmd file to call the compilers for your map. Here's an example: D:\QERadiant\\kmqbsp3 -chop 1024 -moddir d:\quake2\kmq2_test D:\Quake2\kmq2_test\maps\kmq2example1.map D:\QERadiant\\qvis3 -threads 4 D:\Quake2\kmq2_test\maps\kmq2example1.map D:\QERadiant\\arghrad -threads 4 -bounce 8 -chop 128 -chopsky 1024 -chopcurve 128 -gamedir d:\quake2\baseq2 -moddir d:\quake2\kmq2_test D:\Quake2\kmq2_test\maps\kmq2example1.map pause
I have Quake2 installed in D:\Quake2, and the map compilers are in D:\QERadiant. I'm also using the "-threads 4" parameter for the VIS and RAD stages because I have a quad-core CPU. The "pause" command at the end leaves the window open so you can check the output for any error or warning messages.
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