Crazy Problem


(Sc0rn0graphy) #1

ok, i am making a map… obviously, and I wanted to know how to fix this problem when compiling.

I make the terrain using easygen (i know you guys don’t support it, but it seems to work. I load up the terrain into radiant, add spawns, info_playerdeathmatch, and mapcoords. I then go into et, and try to load up the map.

/sv_pure 0
/g_gametype 2
/devmap the_waterfall

but it can’t find the map. I check that the map is where it is supposed to be, but it can’t find it :banghead: it is in etmain/maps like it should be. The /bsp is there, as well as all the lighting files and stuff… so how can i get it to run?


(No1_sonuk) #2

May sound obvious, but make sure you’ve spelt it the same everywhere.
Other than that, I can’t think why it wouldn’t work.

You could try taking out the “_” in the filenames, but I doubt that’s causing it.


(Sc0rn0graphy) #3

yeah, it is called the same thing everywhere. i don’t know what is causing it


(SCDS_reyalP) #4

This also may seem obvious, but have you compiled the map ?


(TFate) #5

Well, I assume so, since he said the BSP and lightmaps were there. :confused:


(EB) #6

What is the exact error you receive ?

can’t find map maps/.bsp ?
can’t find map the_waterfall.bsp ?

Some people who have had this problem say that instead of ‘devmap’ they use ‘map’ . I never tried it, but they say it works for them. --They state it as " they use ‘map’ 1st and then ‘devmap’ " [and it works for them].
If you have a question about easygen…go ahead and ask, I will answer you.


(Sc0rn0graphy) #7

basically, i type in /devmap the_waterfall

it then says “Can’t find maps/the_waterfall.bsp”

maybe it is because I am using et on a non default drive.

I have also just found that my et was corrupt, so i am going to fix it. will that help?


(EB) #8

Well, to be honest with you, you should install a completely seperate ET for use with radiant. The corruption could be the problem…we’ll see, but I have a feeling you have too many files in the ETMAIN folder and it does get a little cluttered. The game has limits for all kinds of allocations. The non-default drive should not be a problem as it searches for a directory within it’s own destination on the drive. Try the clean install and make it something like “c:\ progamfiles\wolfenstein-ET 2 for Radiant”. This will clear a few problems out of the way and it will also make sure that you don’t use something that you’ll have to go searching through 100 .pk3’s to find(i.e:textures,models). Make sure you keep the new installation tidy and keep off the servers with it if you can. I have 3 ET’s installed …1 for radiant , 1 for playing and 1 for a crappy server I run from time to time.


(Sc0rn0graphy) #9

thanks a lot EB, i will try.


(Sc0rn0graphy) #10

yay! i got it to work. new install got it a-ok. now i need to know something about easygen. If i pick textures on easygen, how do i get it to show up on the game. it is just orange and black boxes.


(EB) #11

Pretty big question to be honest…not because of it’s nature but because of it’s many random causes. The best way to answer this without explaining the whole program to you is to direct you to the tutorial videos on the website of easygen. As I have said before…they are in german, but if you turn the volume down and just watch, everything will explain itself. Easygen’s Site

If you can understand me shorthanding this;
Go into Easygen’s preferences and make sure the paths to etmain (workmod/bitmaps) are set properly…(you can set this easliy by clicking on your shortcut to ET.exe and selecting properties, copy and past the target line into EG’s preference spaces, but w/o the quotation marks and et.exe but add “\etmain” to the end)…>>>mine is “c:\program files\wolfenstein - enemy territory\etmain”. Understand ?
This will allow Easygen to add the shader to the scripts folder, the .pcx to the etmain folder and the .map to the maps folder, the places they need to be. As when you export the .map use the ‘standard’ metashader template(there is one for et as the site says, but you can deal with tweaking at a different point). Once exported as “mapname.map” the terrain is a func_group with entity links to it’s needed material (shader/.pcx…etc.). SO DO NOT DISENGAGE THIS ENTITY although removing pieces of it is fine. Add your spawns and such, put a box around it,texture it , save it, .bsp -meta and then run it !!! That’s all.
-----I stated this assuming you know how to alphamap properly. The textures used for this mapping should come from a base directory of “Textures”…you can extract pak0.pk3 and select textures from there or place some into the ETmain/textures folder. Textures have to be to the power of 2.

-Cheers


(Sc0rn0graphy) #12

ok, thanks a lot :slight_smile: