Problem compiling Map -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 12 years ago

I'm using GtKRadiant to make my own maps, and when I save them, I am given the option to save them as a .map and a .xmap. According to the tutorial I am using, I'm supposed to save it as a .map, so I do. So then, when I compile, I get an error message saying the specified .bsp file cannot be found. And now, in my gamedata folder, the map is saved as a .map and a .bak. Can anyone tell me what I did wrong, and tell me how to fix it?




reelo

I'm bored

50 XP

19th July 2006

0 Uploads

71 Posts

0 Threads

#2 12 years ago

First off, why is it saving the maps in the GameData folder? It should be saving them in the Base/maps folder. I don't know what an .xmap is, but I have had the same problem you are having. It said that it couldn't find the .bsp, so to fix it this is what I did. I pressed Shift + Left Click and selected the entire map in radiant, then I copied it into a "New Map" then named it something else. Then I deleted the old one and then compiled the other one I had copied the map into and then it worked fine. :) I don't know if that seems complicated to you, but it really only takes about 2 min. :lookaround:




Bluestormtrooper

>You

50 XP

14th March 2005

0 Uploads

1,752 Posts

0 Threads

#3 12 years ago

...whoo boy, thats a great way to die. Selecting everything indivudually. The easy way is to make a giant brush that covers everything in your map, then pressing the "select inside" button.




reelo

I'm bored

50 XP

19th July 2006

0 Uploads

71 Posts

0 Threads

#4 12 years ago

Ummm you don't have to click every brush if you hold down Shift then drag the mouse over the map it will select everything in the box, and if your out far enough that means the whole map....and notice I said 2 minutes to do all that. If I had so select every brush indivisually I would have said 3 hours. :)




Mikouen VIP Member

What?

145,654 XP

4th September 2005

4 Uploads

11,732 Posts

2 Threads

#5 12 years ago

An .xmap file is a file which controls XML/XMS properties. If you're wondering where it comes into mapping, and the capabilities it gives you, then I guess the next paragraph will interest you. If not, you can just skip it. ;)

The .xmap format is similar to the .map format, now XML-based. This was developed to enhance the .map format by adding more capabilities. The most notable of these new powers is complete customisation of .map contents, such as geometric primitives, multiple game support, and stability. Using the .xmap format also protects the user from several corruption errors present in all versions of Radiant when using the .map format, which could often result in losing the entire map - .xmap stores the data in a more reliable way so that the most you may lose is a node or two.

Without a doubt the most powerful use is the ability to add user-made content, like new entity types, which hold a risk of destabilising the standard .map format as it wasn't built with advanced development in mind.

The .xmap format offers cross-compatibility between .xmap and .map formats, but for this transfer may not be possible for all data. You'll probably need the newest q3map2 upgrade to compile .xmaps, but since GtkRadiant 1.4.0 has it as a native filesave type, I assume q3map2 build 2.5.11 will be sufficient to compile them.

Other than that, I have little to no experience with it. I don't even think it's supported by the Q3-JK engine build.


I don't know how, and I don't know why, but this is totally Sheep's fault.