Hmm seems al this problems i fixed now,
Come to the next problem:
************ ERROR ************
MAX_ORIGINAL_EDGES
I have it with original oasis_final.map (original file)
Hmm seems al this problems i fixed now,
Come to the next problem:
************ ERROR ************
MAX_ORIGINAL_EDGES
I have it with original oasis_final.map (original file)
Mostly compile of -notjunc [ (single) BSP -meta - notjunc ] should help you out with this problem.
To do that, go to from your toolbar Build - Customize
Drag to the end of the build menu, you should see an empty area. Double click it and enter this to the line.
Q3Map2: (single) BSP -meta -notjunc This helps you to recognize what compile it is 
In the commandline add [q3map2] -meta -notjunc -mv 1024 -mi 6144 “[MapFile]” and then ok.
Now this is not always recommended to compile with -notjunc.
What i think is the cause, that oasis has alot of small triangular terrain, check if those are detail.
Another weird problem, the sky isn’t showing up in GTK Radiant and just standing there as SHADER IMAGE MISSING!
AND another weird problem:
When i do /devmap oasis_final it says
RE_LoadWorldMap: maps/oasis_final.bsp not found.
But in the directory i see the file :S
That is how it is in GTK Radiant, the sky will look ok in game.
Did you do /g_gametype 2 and /sv_pure 0 in console before doing /devmap?
Hmm weird, it’s working now while i didn’t changed anything.
Also the models aren’t showing up in-game and with compiling he says he can’t find the models?
Should i unpack the modeler folder from the pak0.pk3 or something?
Those are md3 models and aren’t included in the pk3’s because they are compiled in the game. Maybe the sourcefiles of w:et does includes those md3 models?
yes you need model folder to get the images and models. You can then ditch them all in pk3 once its compiled.