q3map2 crashes in BSP phase


(wedge2211) #1

I’ve been mapping for Jedi Academy just fine for a little while, and test-compiling, and suddenly I go to do a test compile (through the GtkRadiant 1.4.0 BSP menu) and I get a “buffer overrun error.” Oh, I say to myself, why don’t I just take advantage of this to move to the newest q3map2 and q3map2toolz? So I download those, and try to run a compile, and in the BSP phase (and only the BSP phase), I get the generic “q3map2 has encountered a problem and has to close, we’re sorry for the inconvenience, please send Microsoft an error report” crap. Now I get this in the BSP phase no matter how I attempt to compile. This is only during the BSP phase, after it crashes, VIS and LIGHT run without errors (besides the obvious .bsp and .prt files not existing errors). Here’s the most-recently-attempted BSP command line I tried:

“C:/Games/Jedi Academy/Tools/q3map2/q3map2” -v -game ja -fs_basepath “C:/Games/Jedi Academy/GameData/” -meta “C:/Games/Jedi Academy/GameData/base/maps/chasm.map” >“C:/Games/Jedi Academy/Tools/GtkRadiant/junk.txt”

Same result occurs without the -fs_basepath “path” switch. The rest of the compile runs normally, I guess it feeds itself off one of my old .bsp’s. Any ideas on what causes this error, and how to fix it?


(ratty redemption) #2

this might not help, but have you tried compiling an older version or you .map or a different one, just in case there is something corrupt with your map?

Ive had corrupted ents in the past preventing maps from compiling, and when Ive tracked them down and fixed their key values, or removed them, the maps have then compiled fine, and I simply try the ent again and test before doing much more work.


(wedge2211) #3

Thanks for the suggestion. I checked my misc_models, and found a couple giving errors like “WARNING: Activate shader failed for \ravendata1\jedi\Game\base\models\map_objects\bounty\light.tga” in the GtkRadiant message box.

I removed those models and the compile went normally. Now…to find replacement models…


(ratty redemption) #4

cool you found the ents, but I guess frustrating that you can`t use them, although you might find a way in the future.

and Im going to start mapping for ja soon so Ill keep a note of that misc model.


(ratty redemption) #5

actually thinking about it, is that the path to where your misc models are extracted? …if not if could be where the shader is looking for the model, so you might be able to make a temp folder and move the model into it, and see if the map compiles… if that makes sense?


(ydnar) #6

The actual shader path should be:

models/map_objects/bounty/light.tga

In the model. If it’s “\ravendata1\jedi\Game\base\models\map_objects\bounty\light.tga” in the model, then that’s wrong.

You can edit the model, or fix it with a _remap key in the misc_model or a <modelname>.remap script next to the model file.

y


(ratty redemption) #7

how would we edit the paths in the actual model? can it be done in notepad?


(rgoer) #8

If it is an ase, then yes.


(ratty redemption) #9

k, thanx, and I what about md3`s?


(Davros) #10

you would have to use the remap for md3’s. raven gave out matching ASE’s for all the md3’s that came with the game. but the material paths for the ase’s seem to be the bitmap paths in max or something, so you would have to edit the material name in notepad if u wanted to use an ASE instead of md3.

phew :beer:

i wrote this in another forum when somebody asked about remapping model shaders. just incase people arent sure of the _remap key :slight_smile:

its handy if you have a rock model, for example, and you want to change the skin without making a new md3

to replace all model shaders use these keys:

key: _remap
value: *;models/map_objects/mapname/rock01

to replace individual shaders from an md3 use these keys:

key: _remap01
value: models/mapobjects/oldshader01;models/mapobjects/newshader01

key: _remap02
value: models/mapobjects/oldshader02;models/mapobjects/newshader02

the second method can be handy for replacing the blue crystal rift shaders so you can have red ones too( handy for ctf maps ect :wink: ).

because you are only changing the crystal shader the other parts of the model remain the same.

notice in the first example * means all model shaders

make sure you seperate shaders with ;

changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace, and if it turns black/blue squares you have specified a wrong shader to replace it with.


(ratty redemption) #11

thanx for posting that Torchy, it sounds very useful… and would this remapping work for any q3 game or just raven ones?


(Davros) #12

works on all md3’s, so any q3 based game :drink:


(ratty redemption) #13

great! and just clarify please, do the remap key values go in worldspawn or the misc models?


(Davros) #14

the model :bump: