A Few Problem that I beg for help with -1 reply

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Darth_Gringo

ANNOYED DEVELOPER

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22nd March 2003

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#1 18 years ago

Hello, I first want to say yes I am a newbie to mapping, well a kind of newbie; this is the first map I am making for a Q3 engine game. I am making a Sith Training facility, to act as an Opposition to Jedi Council, (Griffenclaw, you rock man!)

I am having 2 problems with the map that are really starting to drive me crazy, and I mean lock me up in a straight jacket crazy! I am also having a problem with a MD3 file that I want to use as ornamentation.

1) BSP keeps crashing when I try to compile the map, there is no error message in the junk.txt except that it can't open the bsp file. As far as I am aware there are no leaks in the map. I have enclosed the map file with a pk3 file with all the textures (I am only using custom textures.) I had a problem with the map file early on with it trying to load shaders that weren't there so I re-caulked the whole map and redid all the texturing and now bsp just crash when I try to compile the map.

2) I can't get my customs shaders to work no matter what I do. I am trying to get an animated flame texture for a torch, I have tried to do it in curry and shader edit and get an error not able to load shader "" map. The shader show up in curry but nowhere else If someone in there infinite and obviously more advanced wisdom can make a shader for me, or tell me in clear and definitive way how to do it. I did not enclose my shader because it doesn't work and I deleted in a fit of rage. I beg you please. (The jpgs are in the texture folder in the ffa_inferno.pk3)

3) I am having problems adding a texture to vikings.md3 I know I am doing it wrong so if and one has the time could they make me a Viking helmet, you no the pointed helmet with the 2 horns. (The Viking md3 that isn't working is included in the pk3)

Notes: I am using ambient light right now, but I am planning on removing that when I get the torches working. I am planning on adding jump pads in the main hall to allow you to jump to the second tier balcony using eljumppad.md3 (enclosed in the pk3) and add generators to the red room in the basement using elgen.md3(also enclosed in the pk3).

You can get the zip file containing the map file and the ffa_inferno.pk3 (textures) at http://209.15.34.242/deific/FFA_Inferno.zip Once again, I beg you with more experience please come to my aid.

Thanks, :uhoh: Darth Gringo :uhoh: (Yes that is my nickname)

PS. Yes, there is a Neo skin http://devel.sithivikings.org/




Darth_Gringo

ANNOYED DEVELOPER

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22nd March 2003

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#2 18 years ago

OK I am begging for help, here! If you could actually see I have kicked my chair out from under my butt, and have gotten down on my knees and I am begging (by the way I don't recommend getting down on your knees in front of your desk and begging, it makes it hard to type.

PLEASE, PLEASE, PLEASE!!!!!!!!

Help me.

:smokin: Darth Gringo :smokin:

the_true_power_s.jpg




Darth_Gringo

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22nd March 2003

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#3 18 years ago

OK so arounf 28 people have actually looked at the pos and no replies, I gues you guys don't like when people beg for help...... So what do I got to do to get some help around here. OK I will give anyone who helps me solve the problem a big piece of well, I have nothing to give really, but please dammit I want to finish the map, I am almost done expect the 3 things I mentioned and I am willing to forget the MD3.

:smokin: Darth Gringo :smokin:

PS the link to the neo skin and my skins I gave before isn't working. so use this one: http://209.15.34.242/deific/




Darth_Gringo

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22nd March 2003

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#4 18 years ago

OK so I solved one of the problems I think. I can't use bsp fullvis to compile tha map anymore, I have to use q3map2 bsp compiles instead, why I have no idea but I can compile using those options. I think it has something to do with the entities and the overall size of the map.

So I guess my questions that still stand are: How to make a texture for the md3 file. I know there is a tutorial on how to use GMAX somewhere that explains hw to make the texture but I can't find it anywhere.

How come I can't get my shader files to appear in gkt radiant. I know the scripts are right because I compared them to .shader files that others have made that work.

:smokin: Darth Gringo:smokin:




Jango#1

I'm too cool to Post

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29th December 2002

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#5 18 years ago

Uh...have you ever tried reinstalling Radiant? I had a few problems early on, not like yours, but no harm done. You wont lose any of your maps or whatever.




Darth_Gringo

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22nd March 2003

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#6 18 years ago

Thanks for replying, yes I have reinstalled radiant a few times, to no avail. I have to render using the q3map2 setting which seem to do a good job, they just take a really long time. I think it has to do with the amounts of entities I am using or something.

:smokin: Darth Gringo:smokin:




Darth_Gringo

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#7 18 years ago

Oh and Griffinclaw sorry about spelling your tag wrong, I didn't mean to offend even if you never answered any of my email.

:smokin: Darth Gringo:smokin: A.K.A. LouMineti




jcota_wkd_clown

Slightly cooler than a n00b

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31st March 2003

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#8 18 years ago

q3map2 compiling takes longer, but it will come out better in the end, about your other problems i have no idea, sry.:beer: