There are no shaders at the moment while compiling and it looks strange for me.
I have:
1.dds and 1.jpg in textures catalog - compilation ok
1.dds - segfault
no textures at all - compilation ok
Here’s my MAP file
// entity 0
{
“classname” “worldspawn”
“_keeplights” “1”
// brush 0
{
( 384 320 -32 ) ( 384 -288 -32 ) ( -256 320 -32 ) Ground/1 204.8000488281 80.8421630859 0 0.2083333284 0.1979166716 0 0 0
( 384 320 -32 ) ( -256 320 -32 ) ( 384 320 -40 ) Ground/1 204.8000488281 0 0 0.2083333284 0.0026041667 0 0 0
( 384 320 -32 ) ( 384 320 -40 ) ( 384 -288 -32 ) Ground/1 431.1578369141 0 0 0.1979166716 0.0026041667 0 0 0
( -256 -288 -40 ) ( 384 -288 -40 ) ( -256 320 -40 ) Ground/1 204.8000488281 80.8421630859 0 0.2083333284 0.1979166716 0 0 0
( -256 -288 -40 ) ( -256 -288 -32 ) ( 384 -288 -40 ) Ground/1 204.8000488281 0 0 0.2083333284 0.0026041667 0 0 0
( -256 -288 -40 ) ( -256 320 -40 ) ( -256 -288 -32 ) Ground/1 431.1579589844 0 0 0.1979166716 0.0026041667 0 0 0
}
// brush 1
{
( 416 336 384 ) ( 416 320 384 ) ( -264 336 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 416 336 384 ) ( -264 336 384 ) ( 416 336 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 384 336 384 ) ( 384 336 -32 ) ( 384 320 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -264 320 -32 ) ( 416 320 -32 ) ( -264 336 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -256 320 -32 ) ( -256 320 384 ) ( 424 320 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -256 320 -32 ) ( -256 336 -32 ) ( -256 320 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
}
// brush 2
{
( 416 -288 384 ) ( 416 -304 384 ) ( -264 -288 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 424 -288 384 ) ( -256 -288 384 ) ( 424 -288 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 384 -288 384 ) ( 384 -288 -32 ) ( 384 -304 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -264 -304 -32 ) ( 416 -304 -32 ) ( -264 -288 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -264 -304 -32 ) ( -264 -304 384 ) ( 416 -304 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -256 -304 -32 ) ( -256 -288 -32 ) ( -256 -304 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
}
// brush 3
{
( -256 -328 384 ) ( -272 -328 384 ) ( -256 352 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -256 -328 384 ) ( -256 352 384 ) ( -256 -328 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -256 -288 384 ) ( -256 -288 -32 ) ( -272 -288 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -272 352 -32 ) ( -272 -328 -32 ) ( -256 352 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -272 352 -32 ) ( -272 352 384 ) ( -272 -328 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( -272 320 -32 ) ( -256 320 -32 ) ( -272 320 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
}
// brush 4
{
( 400 -328 384 ) ( 384 -328 384 ) ( 400 352 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 400 -328 384 ) ( 400 352 384 ) ( 400 -328 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 400 -288 384 ) ( 400 -288 -32 ) ( 384 -288 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 384 352 -32 ) ( 384 -328 -32 ) ( 400 352 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 384 352 -32 ) ( 384 352 384 ) ( 384 -328 -32 ) Ground/1 0 0 0 0.5 0.5 0 0 0
( 384 320 -32 ) ( 400 320 -32 ) ( 384 320 384 ) Ground/1 0 0 0 0.5 0.5 0 0 0
}
// brush 5
{
( 384 320 384 ) ( 384 -288 384 ) ( -256 320 384 ) Ground/1 204.8000488281 80.8421630859 0 0.2083333284 0.1979166716 0 0 0
( 384 320 384 ) ( -256 320 384 ) ( 384 320 376 ) Ground/1 204.8000488281 0 0 0.2083333284 0.0026041667 0 0 0
( 384 320 384 ) ( 384 320 376 ) ( 384 -288 384 ) Ground/1 431.1578369141 0 0 0.1979166716 0.0026041667 0 0 0
( -256 -288 376 ) ( 384 -288 376 ) ( -256 320 376 ) Ground/1 204.8000488281 80.8421630859 0 0.2083333284 0.1979166716 0 0 0
( -256 -288 376 ) ( -256 -288 384 ) ( 384 -288 376 ) Ground/1 204.8000488281 0 0 0.2083333284 0.0026041667 0 0 0
( -256 -288 376 ) ( -256 320 376 ) ( -256 -288 384 ) Ground/1 431.1579589844 0 0 0.1979166716 0.0026041667 0 0 0
}
// brush 6
{
( 0 328 352 ) ( 0 320 352 ) ( -136 328 352 ) Ground/1 288 384 0 0.5 0.5 0 0 0
( 24 320 184 ) ( -112 320 184 ) ( 24 320 176 ) Ground/1 240 352 0 0.5 0.5 0 0 0
( -80 200 -72 ) ( -80 200 -80 ) ( -80 192 -72 ) Ground/1 384 352 0 0.5 0.5 0 0 0
( -136 304 -32 ) ( 0 304 -32 ) ( -136 312 -32 ) Ground/1 288 352 0 0.5 0.5 0 0 0
( -144 240 64 ) ( -144 240 72 ) ( -8 240 64 ) Ground/1 304 128 0 0.5 0.5 0 0 0
( -120 288 -80 ) ( -120 296 -80 ) ( -120 288 -72 ) Ground/1 192 352 0 0.5 0.5 0 0 0
}
// brush 7
{
( 272 328 352 ) ( 272 320 352 ) ( 136 328 352 ) Ground/1 256 384 0 0.5 0.5 0 0 0
( 296 320 184 ) ( 160 320 184 ) ( 296 320 176 ) Ground/1 208 352 0 0.5 0.5 0 0 0
( 192 296 -72 ) ( 192 296 -80 ) ( 192 288 -72 ) Ground/1 192 352 0 0.5 0.5 0 0 0
( 136 304 -32 ) ( 272 304 -32 ) ( 136 312 -32 ) Ground/1 256 352 0 0.5 0.5 0 0 0
( 128 240 64 ) ( 128 240 72 ) ( 264 240 64 ) Ground/1 272 128 0 0.5 0.5 0 0 0
( 152 216 -80 ) ( 152 224 -80 ) ( 152 216 -72 ) Ground/1 336 352 0 0.5 0.5 0 0 0
}
// brush 8
{
( 272 328 352 ) ( 272 320 352 ) ( 136 328 352 ) Ground/1 256 384 0 0.5 0.5 0 0 0
( 296 320 168 ) ( 160 320 168 ) ( 296 320 160 ) Ground/1 208 320 0 0.5 0.5 0 0 0
( 152 240 -72 ) ( 152 240 -80 ) ( 152 232 -72 ) Ground/1 304 352 0 0.5 0.5 0 0 0
( 136 320 328 ) ( 272 320 328 ) ( 136 328 328 ) Ground/1 256 384 0 0.5 0.5 0 0 0
( 88 240 64 ) ( 88 240 72 ) ( 224 240 64 ) Ground/1 352 128 0 0.5 0.5 0 0 0
( -80 232 -80 ) ( -80 240 -80 ) ( -80 232 -72 ) Ground/1 304 352 0 0.5 0.5 0 0 0
}
}
// entity 1
{
“classname” “player_respawn”
“origin” “200.000000 232.000000 -8.000000”
}
// entity 2
{
“classname” “player_respawn”
“origin” “-144.000000 184.000000 -8.000000”
}
// entity 3
{
“classname” “player_respawn”
“origin” “24.000000 64.000000 -8.000000”
}
// entity 4
{
“classname” “health_medkit”
“origin” “-72.000000 -80.000000 -32.000000”
}
// entity 5
{
“classname” “health_medkit”
“origin” “160.000000 64.000000 -32.000000”
}
// entity 6
{
“classname” “health_medkit”
“origin” “-96.000000 152.000000 -32.000000”
}
// entity 7
{
“classname” “health_medkit”
“origin” “16.000000 16.000000 -32.000000”
}
// entity 8
{
“classname” “light”
“origin” “16.000000 32.000000 336.000000”
“light” “200”
“_color” “1 0.776272 0”
“spawnflags” “2”
}
// entity 9
{
“classname” “light”
“origin” “24.000000 288.000000 296.000000”
“light” “150”
“_color” “1 1 1”
“spawnflags” “2”
}
// entity 10
{
“classname” “player_respawn”
}
It looks like q3map2 is somehow checking/processing texture file, but why…