PDA

View Full Version : Let the noob questions come in



Xeph
04-22-2002, 03:27 PM
Shouldn't BSP FullVis (extra) compile a .bsp and save it somewhere? I don't get any .bsp files made when I run it.

Sub
04-22-2002, 03:42 PM
Start JK2Radiant,
File,
Project Settings,
There you can choose where the finished maps will be placed (must be in the maps folder!)

If it still doesn't work, start JK2 Multiplayer, open the console and type /devmap yourmapenamehere

[This message has been edited by Sub (edited April 22, 2002).]

Xeph
04-22-2002, 05:19 PM
I think the problem is that you're supposed to save your map to a certain directory, but I'm not sure what that dir is.

[This message has been edited by Xeph (edited April 22, 2002).]

Xeph
04-22-2002, 08:40 PM
Here's my compile output. Sounds like Radiant is giving sof2map the wrong command line parameters.


==================
Running bsp command...

C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -bsp C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map

C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -vis C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map

C:\PROGRA~1\JK2JED~1\GameData\Tools\\sof2map -light -extra C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map


C:\Program Files\JK2 Jedi Outcast\GameData\Tools>C:\PROGRA~1\JK2JED~1\GameDa ta\Tools\\sof2map -bsp C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map

SoF2Map v1.0c (c) 2000 Raven Software Inc.

---- BSP ----

usage: sof2map -bsp [options] mapfile

-v // Verbose output for world model

-threads n // Set to the number of processors in your system

-verboseentities // Verbose output for submodels

-notjunc // Do not add in vertices required to fix t-junctions

-nosubdivide // Don't tessalate surfaces or split surfaces for fog

-nowater // Removes brushes with a content of water or lava

-nofog // Don't split drawSurfs for fog

-nocurves // Do not parse patches

-nodetail // Removes brushes marked detail

-fulldetail // Make detail brushes structural

-vertexlighting // Make the whole map vertex lit only

-showseams // Show the seams on the terrain

-samplesize n // Set the lightmap pixel size to NxN units

-chopsize n // Set the chop size of the map (default is 1024)

-leaktest // Quick exit if the map leaked

-onlyents // Only update entities

-expand // Writes out expanded.map which is 16x original size

-rename // Renames the misc_model shaders to append them with _BSP

-fakemap // Writes out fakemap.map as all the brushes without entities

-tmpout // Prepends "/tmp" to the .gl output file

-tempname name // Used with remote bsping (Do not use)

-glview // Write a .gl output file

-draw // ??



C:\Program Files\JK2 Jedi Outcast\GameData\Tools>C:\PROGRA~1\JK2JED~1\GameDa ta\Tools\\sof2map -vis C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map

SoF2Map v1.0c (c) 2000 Raven Software Inc.

---- Vis ----

usage: sof2map -vis [options] bspfile

-v // Verbose output

-threads n // Set to the number of processors in your system

-distancecull n // Set the distance cull (overriding the worldspawn value)

-fast // Enable fastvis

-nopassage // Use portal based vis (instead of passage-portal)

-passageOnly // Use passage based vis

-merge // Attempt to merge leaves but not through hints

-nosort // Do not sort by portal complexity

-saveprt // Do not delete portal file on exit

-tmpin // Prepends '/tmp' to the input filename

-tmpout // Prepends '/tmp' to the output filename



C:\Program Files\JK2 Jedi Outcast\GameData\Tools>C:\PROGRA~1\JK2JED~1\GameDa ta\Tools\\sof2map -light -extra C:\Program Files\JK2 Jedi Outcast\GameData\\base/maps/second_room.map

SoF2Map v1.0c (c) 2000 Raven Software Inc.

----- Lighting ----

Extra detail tracing

usage: sof2map -light [options] mapfile

-v // Verbose output

-threads n // Set to the number of processors in your system

-notrace // Don't cast any shadows

-novertex // Don't calculate vertex lighting

-nogrid // Don't calculate light grid for dynamic model lighting

-nosurf // No tracing against surfaces

-patchshadows // Enable calculation of shadows for patches

-border // Adds debug border to lightmaps

-extra // Enable super sampling for anti-aliasing

-extrawide // Same as extra but smoothen more

-area f // Set the area light scale to f

-point f // Set the point light scale to f

-samplesize n // Set the lightmap pixel size to n x n units (Default 16)

-dump // Dump occlusion map




completed.
Run time was 0 hours, 0 minutes and 1 seconds