Compile problems


(Destroy666) #1
  1. I was trying to compile my map today and this error appears every time at light stage in Radiant 1.5 and NetRadiant Q3map2 versions.
The connection timed out, assuming the build process failed.
Make sure you are using a networked version of q3map?
Otherwise you need to disable BSP monitoring in prefs.

Yesterday I could compile without this error.

I tried compile with .bat file too, but it turns off at the beggining of compile.

When I disable BSP monitoring in prefs and I do compile only some paths appear.

saving global preferences to D:/Documents and Settings/Przemek/Dane aplikacji/NetRadiantSettings/1.5.0/global.pref
saving local preferences to D:/Documents and Settings/Przemek/Dane aplikacji/NetRadiantSettings/1.5.0/et.game/local.pref
Writing the compile script to 'D:/Documents and Settings/Przemek/Dane aplikacji/NetRadiantSettings/1.5.0/qe3bsp.bat'
The build output will be saved in 'D:/Documents and Settings/Przemek/Dane aplikacji/NetRadiantSettings/1.5.0/junk.txt'
  1. When I used NetRadiant Q3map2, surfaces with shadows were textured wrong and hull caulk appeared as it is in Radiant. How to fix it?

  2. Which light compile options are good for fast compile?
    I use -light -faster -fastgrid -lomem -filter -samples 2 -external -lightmapsize 256. Is it ok?

Thanks in advance.


(ailmanki) #2
  1. In my experience that happens, when q3map2 is already running…
    The output you got without BSP Monitoring, is just q3map2 running without monitoring, the Compile Script is the .bat file, while the output goes to junk.txt ; if you open junk.txt with a texteditor you can see the output from the compiling… If the bat is still running that file junk.txt is going to be updated, some texteditors will not be aware of that.
  2. If it worked with Radiant 1.5, but not with NetRadiant, you have pathes setup wrongly. So at best check the Compile script, and see if the pathes are correct.
  3. -lomem is for low memory, and for sure takes much longer. But sometimes there is no way around that.
    light compile… it depends what you want to test; the sun shader can impact compile time.
    Maybe experiment with a small room and some lights, and see how the results from compiling do differ, so that you can get an idea what happens in your map.

(Destroy666) #3
  1. Hmmm, it ain’t I’m running Q3map2 already. How can I check it?
    So without monitoring it compiles my map and closes when finished? How can I open junk.txt (I can’t find Applications Data folder)?

  2. Which pathes do you mean? I have setted path to engine, any other?

  3. I need to use -lomem due to my 7 years old computer with 512 MB RAM.
    Ok, I’ll do some tests when I fix this Q3map2 error.


(ailmanki) #4
  1. Use the task manager to find the process.
    Monitoring just means it shows you its progress, when monitoring is off, that info goes to nirvana or in your case into that junk.txt… You can open that junk.txt, by copy pasting ‘D:/Documents and Settings/Przemek/Dane aplikacji/NetRadiantSettings/1.5.0/junk.txt’ into some adress line, for example the one from Internet Explorer might work, or the if you have Windows Explorer there is also an adress bar, but not sure if you can paste something into it.
    Using Q3map2 from Radiant directly is often not recommended, though I think it doesn’t matter in the end.
    http://en.wikibooks.org/wiki/Q3Map2 On that page you can find some links to frontends for q3map2, might make it easier, specially to get the output, which is very important, as the compile might fail, or hang forever.

  2. Pathes… the pathes to your game base, the wikibook link above should be helpfull, check that the pathes are correct, maybe it has a complete other reason.

  3. Get some more ram, ram is cheap nowadays for old pc’s , not?.

At best use a frontend, so you can get rid of those basic problems.


(Destroy666) #5

Ok, I compiled it with .bat now. But still - func_group triangles with shadows are textured wrong and hull caulk is like in Radiant.

"D:\Program Files\NetRadiant\q3map2.exe" -meta -v -fs_basepath "D:\Program Files\Wolfenstein - Enemy Territory" -game et "D:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\TWC_village_sniper.map"
"D:\Program Files\NetRadiant\q3map2.exe" -vis -v -fs_basepath "D:\Program Files\Wolfenstein - Enemy Territory" -game et "D:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\TWC_village_sniper.bsp"
"D:\Program Files\NetRadiant\q3map2.exe" -light -faster -fastgrid -patchshadows -samples 2 -compensate 4 -external -lightmapsize 256 -fs_basepath "D:\Program Files\Wolfenstein - Enemy Territory" -game et "D:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\TWC_village_sniper.bsp"

Pathes are correct, so what’s the problem?


(stealth6) #6

Shaders aren’t working. So something isn’t set up right


(Destroy666) #7

Foliage and grass shaders are working, trigger ladder and origin too, etc.
So it ain’t shader problem, hull caulk should work good when other common do.
I’ll try to compile with other Q3map2 now and will say results.

EDIT: still the same…


(ailmanki) #8

I guess you have not applied the shader, but the texture in radiant, so it does compile with that texture…


(Destroy666) #9

Hmmmm, there was missing hull caulk shader in common.shader in pak0. But I don’t know why it was always working for me.
What about the textures with shadows?


(stealth6) #10

Also a shader problem I think


(Destroy666) #11

Ehh, now I compiled again with good hull caulk and many textures appeared as ‘can’t find shader’ from many shader files. These problems started probably when I installed NetRadiant and valkyr’s development pack. Any idea why?


(Destroy666) #12

Last 2 questions.
My script_mover truck has some black (without light) textures and it’s wheels are without light too.
Do I need additional shaders for these textures and how should they look?

I’'ve got HOM effect when ‘looking’ at mirror outside building. It’s the only mirror in map, vis blocked.
What are the other reasons of HOM effect?