Problem with convert bsp to map


(temas) #1

I have the bat file with following command:
\q3map_2.5.16_win32_x86\q3map2.exe -convert -format map -v “D\Media\games\MapEdited\q3map_2.5.16_win32_x86\ctctf3.bsp”

I’m getting file ctctf3_converted.map and some log.
There are some strange things:

  1. Size of file ctctf3.bsp is about 5M and size ctctf3_converted.map is about 3M. Why it is smaller?
  2. Some of scary log lines such as:WARNING: Couldn’t find image for shader textures/mrcleantex_2/insetbrick.
    But insetbrick is on it place!
    Please explain me this situation.

(Loffy) #2

1 ) I am no expert but sometimes models and stuff are baked into bsp files. The .map file does not do that.
2) I often ignore Warnings if the map looks good and plays perfectly. Do the texture show up nicely in the game when you compile the map?
Have you compiled the map? Tell us more.
//Loffy


(temas) #3

thank you lot for answer

  1. It’s interesting. Thanks.
  2. GTKRadiant opens this map with some warnings too and shows not all textures propertly. Compile to BSP gives me a 3M file and not load in q3 at all! I don’t remember error i afraid. I used not correct compile options probably?

(kamikazee) #4

Note that decompiling destroys much of the info contained in the original map. (Structural/detail is something to get lost, this applies to light entities and models as well)
Could you post the errors you get during compiling?


(temas) #5

Here we are: 3 logs <GTK LOAD>, <GTK COMPILE> <Q3 LOAD>.
Another that i cant catch how i can take a AAS file?

GTK Radiant logs:
<LOAD>
Loading map from D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.map
Open file D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.map for read…success
Texture load failed: “textures/”
Loaded Texture: “C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp”
Loaded Texture: “textures/mrcleantex_2/insetbrick”
Texture load failed: “textures/common/caulk”
Loaded Texture: “C:/Program Files/GtkRadiant 1.5.0/bitmaps/shadernotex.bmp”
Loaded Texture: “textures/mrcleantex_2/oldstone3”
Loaded Texture: “textures/mrcleantex_2/heiro_03”
Texture load failed: “textures/common/clip”
Loaded Texture: “textures/mrcleantex_2/oldbrk_02”
Loaded Texture: “textures/mrcleantex_2/oldbrk_06”
Loaded Texture: “textures/mrcleantex_2/oldstone4”
Loaded Texture: “textures/mrcleantex_2/oldstone2”
Loaded Texture: “textures/mrcleantex_2/heiro_01”
Loaded Texture: “textures/geit/oldstone3_trim01_blue”
Loaded Texture: “textures/mrcleantex_2/heiro_02”
Loaded Texture: “textures/organics/dirt2”
Texture load failed: “textures/common/weapclip”
Texture load failed: “textures/common/nodraw”
Loaded Texture: “textures/ctf/blue_telep”
…(so on)
<COMPILE>
=== running build command ===
“C:/Program Files/GtkRadiant 1.5.0/q3map2.exe” -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath “D:/Media/games/MapEdited/q3/” -fs_game baseq3 -meta “D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.map”
Connected.
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant - v1.5.0 Jan 16 2005 22:23:44
Voter turnout
— InitPaths —
VFS Init: D:/Media/games/MapEdited/q3//baseq3/
VFS Init: D:/Media/games/MapEdited/q3//baseq3/



Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/base_button.shader
Script file scripts/base_door.shader was not found
entering scripts/base_floor.shader
entering scripts/base_light.shader
entering scripts/base_object.shader
entering scripts/base_support.shader
entering scripts/base_trim.shader
entering scripts/base_wall.shader
entering scripts/common.shader
entering scripts/ctf.shader
entering scripts/gothic_block.shader
Script file scripts/gothic_button.shader was not found
Script file scripts/gothic_door.shader was not found
entering scripts/gothic_floor.shader
entering scripts/gothic_light.shader
entering scripts/gothic_trim.shader
entering scripts/gothic_wall.shader
Script file scripts/liquids.shader was not found
entering scripts/organics.shader
entering scripts/sfx.shader
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
entering scripts/skin.shader
Script file scripts/skies.shader was not found
…(so on)

<Q3 LOADING>

Loading vm file vm/cgame.qvm.
VM file cgame compiled to 786818 bytes of code
cgame loaded in 5380768 bytes on the hunk
trying levelshots/ctctf3_converted.TGA…


ERROR: RE_LoadWorldMap: maps/ctctf3_converted.bsp not found


----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.

RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----


(Twisted0n3) #6

Check the bsp is physically in the maps folder, and that sv_pure is 0.


(kamikazee) #7

You stripped out the end lines of the Q3Map2 log where it would show the exact eror or succesfull compile.
Anyway, if you got a BSP, the map is probably compiled fine.

Did you set sv_pure to 0 when you started the map?


(temas) #8

Thanks sv_pure 0 was help me!!!
But most of textures are fully dark. Only items emit light. I think it something with lightmap option?
Another problem is that i can’t go out of red base. There are some invisible walls.


(temas) #9

Here last lines of compile log


WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
WARNING: Unknown surfaceparm: “nomipmaps”
entering scripts/skin.shader
Script file scripts/skies.shader was not found
765 shaderInfo
Loading D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.bsp
Loading D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.srf
— LoadMapFile —
Loading D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.map
entering D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.map
9 light entities
— SetupBrushes —
3374 opaque brushes
— SetupDirt —
48 dirtmap vectors
— SetupSurfaceLightmaps —
3742 surfaces
2587 raw lightmaps
4 surfaces vertex lit
3738 surfaces lightmapped
3588 planar surfaces lightmapped
0 non-planar surfaces lightmapped
150 patches lightmapped
88 planar patches lightmapped
— SetupTraceNodes —
131108 trace windings (33.01MB)
246169 trace triangles (20.66MB)
98510 trace nodes (6.01MB)
49256 leaf nodes (3.01MB)
2 average windings per leaf node
32 max trace depth
— SetupGrid —
Grid size = { 64, 64, 128 }
47080 grid points
— CreateLights —
29 point lights
0 spotlights
20 diffuse (area) lights
0 sun/sky lights
— SetupEnvelopes (fast) —
47 total lights
2 culled lights
— TraceGrid —
0…1…2…3…4…5…6…7…8…9… (1)
107 x 44 x 10 = 47080 grid
131686 grid points envelope culled
13 grid points bounds culled
— MapRawLightmap —
0…1…2…3…4…5…6…7…8…9… (4)
2008808 luxels
1233409 luxels mapped
34459 luxels occluded
— SetupEnvelopes (fast) —
47 total lights
0 culled lights
— IlluminateRawLightmap —
0…1…2…3…4…5…6…7…8…9… (1)
2008808 luxels illuminated
— IlluminateVertexes —
0…1…2…3…4…5…6…7…8…9… (0)
21970 vertexes illuminated
1294 lights plane culled
18924 lights envelope culled
0 lights bounds culled
99647 lights cluster culled
— StoreSurfaceLightmaps —
Subsampling…collapsing…sorting…allocating…storing…projecting…done.
356180 luxels used
262144 luxels stored (135.87 percent efficiency)
2157 solid surface lightmaps
2373 identical surface lightmaps, using 141338 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
16 BSP lightmaps
16 total lightmaps
95 unique lightmap/shader combinations
Writing D:/Media/games/MapEdited/q3/baseq3/maps/ctctf3_converted.bsp
Wrote 5.0 MB (5281280 bytes)
14 seconds elapsed
Disconnecting
Connection closed.


(kamikazee) #10

If it’s dark, that means there are no light entites or light emitting shaders around.

It looks though like this isn’t your map. Decompiling is good to see how they did some special effects or to recover your map if you lost the source,but copy/pasting things from a map or using the decompile to remake the map is not allowed. (Unless you asked/got permission for sure.)
I just mention this as it’s not much appreciated if you re-use someone elses map without credit or permission.


(temas) #11

Thank U.
Of couse it is not mine. (See first post.).
Are mappers protecting their map by compile in it some entitis? As bsp has decompiled these entities are lost. And there are no tools to recover it.


(obsidian) #12

Light entities and some other information is stripped from the BSP after compile since it is no longer needed and would just take up additional memory. Once lightmaps are created, the light entites aren’t necessary anymore.