seems I’m at the point you got to Ausman…
attached models magically disappearing
If you’v compile with just bsp and the models work ok, then portal layout is the problem.
To get a prt file when compiling with rad, in your scripts folder is a file called “user#.proj”, open it in note pad and add “-saveprt” to the vis section of comand line like bellow
<key name=“bsp_Q3Map2: (single) -vis” value="! “C:/PROGRAM FILES/GTKRADIANT-1.3/q3map2” # -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory//” -vis -saveprt $"/>
Compile bsp + vis.
With your map still loaded, goto the plugins tab> prtview>load .prt file. then check 2d and 3d in the window.
In the 2d window there will be a blue line where there is a portal and the portal is drawn in the 3d window.
Here’s is a screen shot of a map with good portal layout (all detail brushwork has been filtered out)
In your map, at the spot where the model is being removed you will have lots of portals. You will need to simplify the layout of your structural brushwork to change the way the portals are calculator at this point.
Skip: A portal will be made where-ever the compiler finds the “hint” on a brush face, skip is used for hint brush faces that don’t need to make portals.
Good explanantion…god luv him if he understands.
if you don’t get all of what Deteoni said;
Get this program >>>> Q3map2 Toolz here >>> http://home.hccnet.nl/hero.haan/quake/toolzsource.zip
This will let you do all the good stuff easily. Here is a quick explanation of it >> http://www.inficad.com/~mnichol/dummies/
Or even just check to see if you have a prt file of the map.
I am not trying to overload you, just trying to help you to understand the processes.
I am too busy with the Holiday coming to help you out right now, but we can keep this thread going til’ it works out.
I am sure Deteoni will help out too.
:poke: right ?
[I hope that link is to the latest version of the Q3M2]
FROM THE MANUAL :
Skip
Location: (textures/common/skip)
Color: Transparent yellow
Game Function: Do not use in Q3A. This texture was used in Quake 2 maps to discard sides of hint brushes. It is nonfunctional in Q3A.
(I find this hard to believe…considering my skip is Grey and Blue - I guess everything isn’t perfect.)
[Try this if you feel like it. You never know, it may work for your situation.]
ummm, that from the radiant manual, which is not updated.
Skip was added back to q3map2 awhile back.
updated shader manual can be found here:
http://members.lycos.co.uk/quakeroats/q3map2sm/
The updated updated shader manual can be found here http://www.shaderlab.com/q3map2/shader_manual/ 