head... exploding! compile problem


(captain_cadaver) #1

:banghead: well, i guess i have a question, since my map won’t compile at all. i’ve got the woldspawn coords set, red spawn, blue spawn, team objective infos, deathmatch start, etc. when i attempt to compile it (using the second test option in the et radiant tools) it just dumps radiant. i checked for q3map2 in the enemy territory and et tools directories, and don’t see it in either. is this my problem? i thought the editor would have it since it had a compile option, so i figured i’d ask.

secondly, i put together my own textures for the first time for the map i’m workin on, which i can’t compile (i mention because maybe this is an issue?). i have the textures in the proper folder, /etman/textures/[mapname] , but i haven’t written a shader for them yet. the reason for this is because i sat and read the shader documentation and none of it made any sense. does anyone know of a good step by step tutorial i can check out to create a shader (i learn better by having something to look at and have it explained at the same time). i’d like to have my textures make the proper sounds when shot and whatnot.
thanks


(BXpress) #2
  1. do u use the new GTK 1.3.11 ?
  2. if u made your own textures with photoshop, NEVER save them progressive!

could B 2 reasons^^


(captain_cadaver) #3

well i’m saving them as tga files, and i don’t know of any progressive option for it, just bit/pixel rate.
also, i was using the et tools before, the first released beta, and now i’m using 1.3.11 i’m trying to use a batch file i’d made for wolf compiling, but i’m not sure if the “game et” part is right, i just guessed since for rtcw it is game wolf. here’s what my batch file looks like (one i grabbed from surface, since it seemed easiest, hehe)

@rem This file will compile a map.
@rem To use, CD to the dir it is in, and type “compile <mapname>”

@rem Edit the following paths to suit your machine’s directories.
@rem Note the use of / slashes, and the lack of trailing / at
@rem the end of pathnames. Quotes must be used if there are
@rem any spaces in the paths.

@set Q3MAP_PATH=“C:/Program Files/Wolfenstein - Enemy Territory/radiant-1.3/q3map2”
@set QUAKE_PATH=“C:/Program Files/Wolfenstein - Enemy Territory/”
@set MAP_PATH=“C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/%1.map”

@rem Edit the following for general options, such as:
@rem -v = verbose, for example)
@rem -threads = # of threads to use

@set GEN_OPTIONS=-v -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory” -game et

@rem The actual commands:

%Q3MAP_PATH% %GEN_OPTIONS% %MAP_PATH%
%Q3MAP_PATH% -vis -saveprt %GEN_OPTIONS% %MAP_PATH%
%Q3MAP_PATH% -light -extra -patchshadows %GEN_OPTIONS% %MAP_PATH%


anyhow, any tips?


(ydnar) #4

If you are using the Windows cmd.exe console, the path to the exe should have \ slashes instead of /, i.e.

@set Q3MAP_PATH=“C:\Program Files\Wolfenstein - Enemy Territory\radiant-1.3\q3map2”

Sorry about that! :slight_smile:

y

P.S.
Change your light options to -light -fast -samples 2.


(captain_cadaver) #5

thanks for correcting that about the batch file. now, i’ve got it to the point where it’ll compile for me, however, when i run the map it says “CM_LoadMap: maps/mp_last_stand.bsp has wrong version number (46 should be 47)”. i didn’t see that in any threads when i searched the forums, so figured i’d just ask about it here.


(ydnar) #6

That means the -game switch wasn’t recognized.

You do have -game et in the general args passed to all phases, right?

Does it complain about certain surfaceparms not being recognized?

y


(captain_cadaver) #7

to be honest, im’ not sure what you mean about general args (arguments i would assume), my entire batch file is in the post. also, is there a way in radiant to change the compiling options such as paths etc? i wanted to monkey with directories to see if that could by why it just crashes on compile, but i can’t find any options for that.


(sock) #8

Have you tried this shader manual? http://woekitten.org/misc/

Sock
:moo:


(captain_cadaver) #9

hmm, well i’ve tried everything i can think of to solve the compile issues i’m having. radiant still won’t compile at all, it just crashes as soon as it starts. i downloaded q3map toolz or whatever it’s called, and that seems to compile fine, except that the game can’t load the map (type 46 not 47, still). is any of this because i’m using gtk radiant 1.3.11 beta? should i go back to using the et tools that came out before? (1.3.8 if i recall). in radiant i have game type set to enemy territory (game that loads on startup) so i guess i’m not really sure what else to do


(sock) #10

You should use the SD Radiant tools (1.3.8) as they are setup to work with ET. The GTK 1.3.11 beta is not designed for ET atm and is really meant for people who have experience of GTK already. I suugest if you cannot compile the map within the editor then try a batch file. The ET reference manual has a section on compiling a map with a batch file.

Sock
:moo:


(captain_cadaver) #11

well, i uninstalled 1.3.11, reinstalled 1.3.8, and so far, no real change. now i can at least compile the map in stages via radiant, though my batch file decided it’d prefer not to work. however, even using the new tools, in a test map with nothing created outside of 1.3.8, i get the error about version 46 every time i try to test it. can i go in and manually change this in the bsp or something? if i wasted all my time on this map, i’m basically done with mapping.


(sock) #12

You must be using the wrong version of the compiler. Check your paths and make sure you are pointing at the correct compile tool. I do assume you are using a full version of ET not the demo or something.

Sock
:moo:


(captain_cadaver) #13

no, not a demo of et.
my paths are as followed
enemy territory is in program files/wolfenstein - enemy territory/
q3map2 (newest build) is in /wolfenstein - enemy territory/radiant-1.3/
maps are in /wolfenstein - enemy territory/etmain/maps

i’m assuming you mean to set the paths in the batch file, and they’re all set exactly where the files are. how can i set this information in radiant if at all?


(captain_cadaver) #14

ok. i haven’t tried compiling in quite a while cause i was trying to get some texture/brush work done first. so, i sat here and tried compiling again, and still i’m getting the type 46 not 47 error. i’ve compiled it in three steps in the editor and also via bath file.
my question is this- is this a problem with the version of q3map2 i’m using? or is it a problem that would be in my batch file? if so, where do i find and fix it in the batch file?
i’ve got the -et for game type in the batch file. the thing is, when i compile in the enemy territory tools, shouldn’t that by default compile a map as an enemy territory map, not a quake 3 map??? i’m getting the same problem either way.
it’d be a major irritant to think that i wasted my time on the textures/brushwork i’ve put into this map because i can’t compile it regardless of what i try.


(hummer) #15

Heh… sorry, but the 8 and ) turning into 8) made me laugh. It’s late.


([rD]MrPink) #16

Have you tried a google search?