Black floor, problem with lightmap?


(carnage) #21

i got an idea

delet all current compiles then do eatch switch one at a time and see when the problem ocurs then we can have a better idea of what could be wrong

if the probelm still ocurs on the bsp then the problem will be something to do with the .shader file if it ocurs on the meta stage then we can look into that


(zl1corvette) #22

You aren’t compiling the lightmaps externally? I know the goldrush terrain shader specifices a terrain lightmap size, so it could be q3map2 could be getting confused if you want internal or external lightmaps. Try your light compile w/ -external -lightmapsize 256. Yeah I wouldn’t use filter either, but like you said thats almost certainly not the problem. I wouldn’t compile vis with fast either, it really doesn’t work to well, might as well skip it, I am pretty sure that you don’t need a vis compile to light the map.


(nUllSkillZ) #23

Here’s one with options that sock has used for one of his maps:


@echo off

rem edit to taste for each compile.
rem note: -v (verbose) is preset in general options, and is applied globally.
set LIGHT_VAR=-light -fast -samples 2 -external
set VIS_VAR=-vis
set BSP_VAR=-meta

rem edit this if you change your mod. this is the name of your mod’s subdirectory.
rem q3f2 for q3f 2.0 (beta), wfa for Weapons Factory Arena, q3ut2 for Urban Terror…
set MOD_DIR=etmain

rem edit once. note the use of / slashes, and the lack of a trailing / at the end of the path.
rem c:/progra~1/quakei~1 = “c:/program files/quake iii arena�
set QUAKE_PATH="c:/Programme/Wolfenstein - Enemy Territory/mapping"
set Q3MAP_PATH="c:/q3map_2.5.16_win32_x86/q3map2.exe"

rem these are general options that will be applied to all 3 command lines. you don’t need to touch.
set GEN_OPTIONS=-fs_basepath %QUAKE_PATH% -fs_game %MOD_DIR% -v -game et

rem this is the “program�. don’t touch.
set MAP_PATH=%1
%Q3MAP_PATH% %BSP_VAR% %GEN_OPTIONS% %MAP_PATH%
%Q3MAP_PATH% %VIS_VAR% %GEN_OPTIONS% %MAP_PATH%
%Q3MAP_PATH% %LIGHT_VAR% %GEN_OPTIONS% %MAP_PATH%

pause

rem there are other options, but pause is here so you can examine the output. Press any key to continue . . .

I’ve only added the “-external”-switch which creates the lightmaps.
You have to edit the path:

  • [li]rem
    [/li]comments
    [li]set LIGHT_VAR
    [/li]LIGHT options
    [li]set VIS_VAR
    [/li]VIS options
    [li]set BSP_VAR
    [/li]BSP options
    [li]set MOD_DIR
    [/li]should be OK
    [li]set QUAKE_PATH
    [/li]path to your “et.exe”
    [li]set Q3MAP_PATH
    [/li]path to q3map2

Save this as “bat”-file in your “maps”-directory.
To compile track a map file in the Windows Explorer and drop it on this bat file.

Edit:

I’ve found the original bat file on ydnars page.


(Mr_Tickles) #24

Ok, the floor is absolutely perfect on the meta compile.
However, it becomes the lightmap (shown in the first post), after a light compile has been done.
Now, this tells me that the shader, alphamap, and everything appears to be fine. Otherwise it wouldn’t have got this far, right?
Should I compile the lightmaps externally? Will that really make a difference?

What compile options do you think I should use? (Basic at first to see if it’s working.)
Is there a switch to alter the size of the lightmap? (Although, wouldn’t that be a dull thing to have as all lightmaps should have a size that fits to their map?)

P.S. Thanks for the bat file nUllSkillZ


(EB) #25

hey tickles want me 2 try somethings on it ? pm me if you do.


(Mr_Tickles) #26

Erm, depends on what “things” you’ve got planned… :wink: :smiley: :stuck_out_tongue:


(Chruker) #27

I found somewhere on the internet (probably this forum :slight_smile: that this was the q3map2 light options SD used for all their ET maps:

-light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 -approx 8


(Mr_Tickles) #28

Wow, thanks, i’ll try that… Although we have been told that one of samples, and filter override the other, but i’m not sure which.
I’ll try that without the -bounce 8 as that sends the compile time through the roof, and it should be fine for a test compile :stuck_out_tongue:
Thanks. :slight_smile:


(Mr_Tickles) #29

Anyone know what’s up with this error? What exactly does the version type mean? I’m using the same version of the compiler to compile this to it’s bsp stage, then to do the light…

Should I be compiling the light phase from the .map file and not the .bsp?


(zl1corvette) #30

-fs_basepath C:/progra~1/wolfen~1 -game et :slight_smile:


(Mr_Tickles) #31

Ahh, thanks :slight_smile:
Sorry, i’m too used to using a batch file :S


(Mr_Tickles) #32

Hey! Thank you very much! It works :smiley: :smiley: :smiley:
It was the light compiling options :S
Erm, now I have to work out why the FPS are so bad on it… I didn’t delete any hint brushes and the FPS are awful compared to the original.
So… what sort of vis compile should I use on it?
Should I use the -fast switch? Does that actually make the compile go faster, or does it give faster vis in game?


(zl1corvette) #33

AFAIK vis -fast will give you a really crappy vis compile and won’t run nearly as fast in game as a normal -vis compile.


(LowLife) #34

Dont use -fast for VIS , it equals not running VIS at all.


(Mr_Tickles) #35

Ahh, thanks :slight_smile: Erm, a few n00bish questions… but,
would it matter if I ran the vis compile after the light compile? Is there a particular order? (Obviously meta has to be first though)

Also, I seem to be getting the error that it can’t find my goldrush_specops_cc_trans, and goldrush_specops_cc_automap files… erm, I copied across the goldrush ones (goldrush.tga and goldrush_cc.tga)… but there are no such files for the goldrush_cc_trans, and automap :S What’s going on?

Erm, one last thing. On the campaign loading screen, where it gives you a short text about the map, with the levelshot, and the campaign map showing you where in the world the map is, The name of the map isn’t inside the black box next to it’s location… Any ideas?


(zl1corvette) #36

I don’t know about the compiling order, why not give it a shot and see what happens.
Check out the LDR under command maps for info on the shader you need for the command map.
As for the name not being in the box, is it on the other side? I think this occurs if your maps name is to long.