ASE 'Terrain'


(ratty redemption) #21

Torchy, how did you get it working?


(Davros) #22

oh it works but not very accuratly, i just used a much smaller distance cull than i really need, but then other stuff like brushes get culled much before the terrain. so its not really working as such :eek2: :bump:


(ratty redemption) #23

so is any of your ase terrain model getting distance culled? or is it not really worth trying to cull it, do they even cull with vis?

could someone list pros and cons of using ase terrain over trisouped brushes?


(Davros) #24

it did cull, but in massive chunks, much larger than the blocksize


(ratty redemption) #25

understood, thanx.


(PSIonic) #26

I’ve downloaded the snowy mountain map which demonstrates the use of ASE terrain + ydnar’s development version of Q3MAP2 (v2.5.13 29 Modified: February 2004, 12:03:36) from the hyperlink. However, I can’t load the map into ET after simply dropping the .pk3 into the ETMAIN directory and typing “/sv_pure 0”, “/g_gametype 2”, “/devmap shaderlab_terrain” into the console. It starts loading, but then comes up with an error saying “CM_LoadMap: maps/shaderlab_terrain.bsp has wrong version number (46 should be 47)”.

I can BSP -meta and VIS the .map version of it fine using the development version of Q3MAP2, but it crashes immidiately every time when I try to light compile it.

Does anyone know how to get this to work?


(chavo_one) #27

If I remember correctly, the bsp that comes with this dowload is for Q3. You’ll have to recompile the map if you want to use see it in ET.


(HairyPlums) #28

Just add fs_game ET to your command-line when compiling…


(WadeV1589) #29

-game et

you’re thinking of -fs_basepath


(HairyPlums) #30

:uhoh: /me blushes - you are correct of course :uhoh:


(PSIonic) #31

I’ve been trying to compile the map using the standard BSP menu in GTKRadiant.
It gets through the -meta and -vis stages fine, but fails with an illegal operation when I try to process lighting.

Here is what the GTPRadiant executes with this option:
q3map2 -v # -game et -fs_basepath “G:/Games/Wolfenstein - Enemy Territory/” -light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 $

I can run the BSP which the -meta + -vis stages generates in ET and it works fine.

Can anyone see the problem?


(ratty redemption) #32

does gktr print anything in the console when q3map2 crashes? …or is it gtkr that shuts down? if the latter you could set in prefs for gtkr to output to a logfile, which again might help ydnar or someone else, figure out what is wrong.


(chavo_one) #33

Doesn’t -light have to be the first argument? I’m not sure on this one.


(ydnar) #34

What version of GtkRadiant and Q3Map2 are you using?


(PSIonic) #35

GtkRadiant v1.3.8 and the development release of q3map2’s (2.5.13 .exe modified: February 2004, 12:03:36) .exe running with .dll + other support files from the 2.5.12 release.

I have had random crashes with the lighting phase in my ET mapping past and most of the times all I have to do is run it again after restarting GtkRadiant. But in this case (ASE terrain map + dev q3map2) it just crashes out straight away with an illegal operation.
Am I missing some .dlls or other files that aren’t included in the 2.5.12 version maybe?