2.5.2 Lighting problem with JO


(Blood Asp) #1

Hi, I’m a mapper that normally messes with Jedi Outcast. I’ve just started spitting out maps, and I’ve run into a problem with compiling in my most recent project. My .bat:

C:\PROGRA~1\GTKRAD~1\q3map2 -v  -game jk2 -meta -fs_basepath "C:/PROGRA~1/LUCASA~1/STARWA~1/GAMEDATA" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/RestlessEndeavor.map"  >"C:/PROGRAM FILES/GTKRADIANT/junk.txt"
C:\PROGRA~1\GTKRAD~1\q3map2  -game jk2 -vis -saveprt -fs_basepath "C:/PROGRA~1/LUCASA~1/STARWA~1/GAMEDATA" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/RestlessEndeavor.map"  >>"C:/PROGRAM FILES/GTKRADIANT/junk.txt"
C:\PROGRA~1\GTKRAD~1\q3map2 -v  -game jk2 -light -fast -filter -super 2 -patchshadows -fs_basepath "C:/PROGRA~1/LUCASA~1/STARWA~1/GAMEDATA" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/RestlessEndeavor.map" >>"C:/PROGRAM FILES/GTKRADIANT/junk.txt"

So, this is what happens:

--- Light ---
Fast mode enabled
Lightmap filtering enabled
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Patch shadow casting enabled
Map has shader script C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/../shaders/q3map2_RestlessEndeavor.shader

I get some odd shader path and no lights are compiled… it works fine in the previous version, and it will work with 2.5.2 if I only calculate the lights. The shader name is restlessendeavor.shader, so the path not only is messed up, but the name is changed. My shader is listed when the compiler loads the shaderlist.txt, so what’s the problem (i.e. what am I doing wrong)?

I really want 2.5.2 because the new version is much faster, which I need on my old machine. So please, HELP!


(ydnar) #2

Is it crashing?

Every map has a custom shader name associated with it. However, it is only created if your map uses large external lightmaps.

FWIW, the path seems pretty long. WTG Microsoft/Lucasarts with the silly naming convention… :slight_smile:

y


(Blood Asp) #3

It doesn’t crash. It also doesn’t calculate the shader lights; which in turn leaves me without any lighting whatsoever.

.../maps/../shaders/q3map2_RestlessEndeavor.shader

That is the problem. It branches off to some unknown path to search for the shader, in which it finds no shader lights.

This is what 2.3.38 has for the shader path:

.../base/shaders/RestlessEndeavor.shader

…and it works. I haven’t changed a thing in either the .bat or the .map.


(ydnar) #4

Don’t worry about the map shader. It has nothing to do with anything on your map.

What it looks like is it isn’t finding the shaders. Do you have a shaderlist.txt set up correctly?

y


(Blood Asp) #5

It comes up in both 2.3.38 and 2.5.2 when it lists all the shaders in shaderlist.txt. As for doing it properly, I just added restlessendeavor to the bottom of shaderlist.txt. I am given no warnings or errors.


(ydnar) #6

For the 3rd time, the map shader has nothing to do with anything. At all. Nada.

Do you have a shader script called “restlessendeavour.shader”? If not, then don’t add it to shaderlist.txt.

Q3Map2 reports how many lights, and of what type, are found or created for the map. What does it report?

y


(Blood Asp) #7

the shader i use is also the map’s name. it’s added to shaderlist.txt. that’s the only shader. it reads no lights at all in 2.5.2, but it works with 2.3.38. so, for the third time, i’m telling you that it works with the previous version perfectly. i was only trying to see if there was a param or something i could add so that i could get 2.5.2 working to speed things up. just forget i asked.


(ydnar) #8

:banghead:

It reports a custom shader name prefixed with “q3map2_”. That is NOT your shader. It is neither created nor loaded. The problem lies elsewhere.

There is no magic param for 2.5.2 that makes your map work. It either does or it doesn’t.

Also, are you trying to light a BSP created with an older or different Q3Map? Are you deleting the .srf file? Are you BSPing with 2.3.38 and lighting with 2.5.2?

Post the full compile log, too.

y


(Blood Asp) #9

that’s what i said the first damned time. it adds a prefix. it only happens in 2.5.2. i haven’t changed a damn thing. i do a full compile each time (bsp, vis, and lighting), and nothing gets deleted. my map works fine in 2.3.38, so i’m just going to use that. Nothing gets renamed; no paths change. I just wanted a speed boost because I have an old POS.