question about q3map2.x86 (-game ef, jk2, sof2 switch)


(QESTUDENT) #1

Hi!
Another q3map2.x86 question. (.x86 is an extension)
Does “-game” switch support ef, jk2 or sof2?
I tried ef by myself, after making a directory and copy the essential pak files there, specifying there as “-fs_basepath”.
(In this case, only bsp stage for testing.)

After firing up, q3map2 did run but hesitated to go on after displaying something like below, :disgust:

setting fs_basepath /somewhere

Leaving it for a few minutes, q3map2 stopped hesitating then compiling seemed to be finished with success.
Why does such a lag exist? :blah:
And again,does “-game” ef, jk2 and sof2 work? (Please answer, yes or no.)
I’m using version 2.5.7.
Compiling quake3 maps is fine on this pc.


(WadeV1589) #2

game ef works fine and AFAIK you set fs_basepath to the directory where stvoyhm is and not where the PK3’s are, it adds base itself.


(QESTUDENT) #3

Thank you very much.
I’ll try it.


(QESTUDENT) #4

my simple and silly mistake :banghead:
the path was not correct
it works quite fine now
thank you
it is now clear q3map2.x86 has more potential.

BTW there occurred another problem in the baked bsp for ef.
texture topping seemed to be changed by q3map2.
Eevn if no scaling is applied in editor, q3map2 shrinks it automatically. :disgust:
I know there used to be a post mentioning this problem, but failed to find it.
Please help.
Why does q3map2 automatically change texture projection?
I used gtkradiant 1.2.13-update to apply textures.


(Davros) #5

when i first tried q3map2 all the map textures were tiled really small, i think it was because i didnt have a shaderlist.txt

also make sure you dont have tcmod scale in your custom shaders?


(ratty redemption) #6

in the prefs window of gtk 1.2.13 under bsp monitoring, there is an option “texturing compatible with q3map2” …that might also help.


(ydnar) #7

Q3Map2 needs to be able to find every shader or texture used by the map to set brush texturing correctly. Check your paths to make sure the PK3 files, shaderlist.txt and any new custom textures/shaders are present.

y


(QESTUDENT) #8

No tcMod is used in this test map, only 3 texutres, 2 of them are normal(no additional stage) trim and floor textures and rest is skybox.
shaderlist.txt should exist.
Because I installed ef, ef patch, gtkradiant 1.2.11 & 1.2.13 update on Windows98 then transfer the editting media(essentail pk3 files, scripts, models & mapmedia) to the machine on which q3map2.x86 is installed.

While reading your post, I hit on a suspicion that new line code difference in shaderlist.txt might do harm. :disgust:
I’ll check it and report back later.


(QESTUDENT) #9

Already tried it both on and off though it seems to have little to do with this problem.
Still no luck. :\


(QESTUDENT) #10

So q3map2.x86 could not just find the textures or pk3 itself?
O.K.
Cause is now clear.
Thank you very much.
After trial and error I’ll report back the result.


(QESTUDENT) #11

I’m sorry, really sorry.
pak0.pk3, which was copied yesterday, does not exist today. :eek3:
Recopying it solved this problem. :smiley:
Thank you very much.

BTW a hacker must have deleted my pak0.pk3 just after I copied it. :bump:


(ratty redemption) #12

well at least you got it working now, and ydnar explained something I previously wasn`t aware of :slight_smile:


(Davros) #13

pak0.pk3, which was copied yesterday, does not exist today.

are you sure you didnt delete it to make room on your harddrive for q3map2? :smiley:


(ratty redemption) #14

lol :smiley:


(QESTUDENT) #15

Never delete it myself… unless lightwave support is implemented. :banana:

Reference


(ydnar) #16

Lightwave support has been implemented for some time.


(QESTUDENT) #17

BTW everything seemed to work fine, but q3map2 is still hesitating to do its real job.
Because it takes about 40 secs to finish bsp stage, which is normally ended within a few secs. :disgust:
As mentioned before, target map file is simple.
Am I still missing anything?


(ydnar) #18

Are you using -meta? Does the map have any special shaders?


(QESTUDENT) #19

Yes, -meta is always used.
Quake3 maps can be compiled within a few secs with -meta.
But ef maps, 40 secs or so.

Though not sure what you mean by specail shaders, no addtional shader is used.
Everything is default.
Thanks in advance.


(QESTUDENT) #20

o.k.
Just brought to one realization.
In Soviet Russia, q3map2.x86 doesn’t like to compile ef maps seriously. :disgust: