region compile (.reg) light stage problem using 2.3.37


(Hewster) #1

Hi Ydnar,

It seems that there is a problem when running the light stage of a
region compile.

It looks for the .map file instead of the .reg file, I presume this happened
when you added the ability to change light in the map and re-compile
without needing to re-do the bsp or vis ?

heres my command line:

"C:\games\Return to Castle Wolfenstein\Radiant\q3map.exe" -connect 127.0.0.1:39000 -meta -fs_game WildWest  -game wolf  "C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.reg"
"C:\games\Return to Castle Wolfenstein\Radiant\q3map.exe" -connect 127.0.0.1:39000 -vis  -saveprt -fs_game WildWest  -game wolf  "C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.bsp"
"C:\games\Return to Castle Wolfenstein\Radiant\q3map.exe" -connect 127.0.0.1:39000 -light -fast -fastgrid -cheap -cheapgrid -bouncegrid -filter -approx 48 -fs_game WildWest  -game wolf  "C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.bsp"

and this is the output

1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.37
GtkRadiant    - v1.3.5-dev Jan 24 2003 09:22:15
The speedmetal hip-hop electroclash fusion album
VFS Init: C:/games/Return to Castle Wolfenstein/WildWest/
VFS Init: C:/games/Return to Castle Wolfenstein/main/

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/common.shader
entering scripts/cowboys.shader
entering scripts/hewster.shader
blah...
blah ..

Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.reg
entering C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.reg
        0 areaportals
Size: -3592, -2840,  -272 to  3592,  2392,  1392
block size = { 16384 16384 16384 }
      111 leafs filled
WARNING: Couldn't find image for shader textures/ped_terrain_2
WARNING: Couldn't find image for shader textures/ped_terrain_0
WARNING: Couldn't find image for shader textures/ped_terrain_0to1
WARNING: Couldn't find image for shader textures/ped_terrain_1
WARNING: Couldn't find image for shader textures/ped_terrain_1to2
writing C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.prt
--- WriteSurfaceExtraFile ---
Writing C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.srf
Writing C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.bsp
       20 seconds elapsed
Disconnecting

1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.37
GtkRadiant    - v1.3.5-dev Jan 24 2003 09:22:15
The speedmetal hip-hop electroclash fusion album
VFS Init: C:/games/Return to Castle Wolfenstein/WildWest/
VFS Init: C:/games/Return to Castle Wolfenstein/main/

--- Vis ---
saveprt = true
Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.bsp
Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.prt
   325 portalclusters
  1031 numportals
  1031 numfaces
  2062 active portals
   798 hint portals
visdatasize:15608

--- BasePortalVis (2062) ---
0...1...2...3...4...5...6...7...8...9... (1)
      9 average number of passages per leaf
      2 MB required passage memory

--- CreatePassages (2062) ---
0...1...2...3...4...5...6...7...8...9... (2)

--- PassagePortalFlow (2062) ---
0...1...2...3...4...5...6...7...8...9... (20)
creating leaf vis...
Total visible clusters: 49003
Average clusters visible: 150
Writing C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.bsp
       24 seconds elapsed
Disconnecting

1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.37
GtkRadiant    - v1.3.5-dev Jan 24 2003 09:22:15
The speedmetal hip-hop electroclash fusion album
VFS Init: C:/games/Return to Castle Wolfenstein/WildWest/
VFS Init: C:/games/Return to Castle Wolfenstein/main/

--- Light ---
Fast mode enabled
Fast grid lighting enabled
Cheap mode enabled
Cheap grid mode enabled
Lightmap filtering enabled
Approximating lightmaps within a byte tolerance of 48
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/common.shader
entering scripts/cowboys.shader
entering scripts/hewster.shader
blah ..
blah ..

Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.bsp
Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.srf
WARNING: Couldn't find image for shader textures/ped_terrain_1to2
WARNING: Couldn't find image for shader textures/ped_terrain_0to1
WARNING: Couldn't find image for shader textures/ped_terrain_2
WARNING: Couldn't find image for shader textures/ped_terrain_1
WARNING: Couldn't find image for shader textures/ped_terrain_0
Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.map
************ ERROR ************
Error opening C:\games\Return to Castle Wolfenstein\WildWest\maps\pedro_reg1.map: No such file or directory
Disconnecting

Hewster


(U.S.S. Speed) #2

Duplicate your .reg and rename it to .map. :smiley:


(Hewster) #3

Thanx USS…
Yeah it does seem to work fine doing that.

I thought I should report it though :slight_smile:

Hewster

btw, is a .reg file exactly the same as a .map ?
I know it adds the worldspawn keys and a player start for you
automatically, but apart from that they seem identical ?


(ydnar) #4

Ugh, you’re right.

I’ll have it look for a .reg file if a .map isn’t found.

Also, if you’re using region compiles to test lighting so you won’t have to re-bsp or vis the map, you don’t need to anymore. You can tweak the lighting in the .map file and then just run Q3Map2 -light. It will use the existing BSP with the lighting data from the map file.

y