The models are black since you used "single BSP-Meta". Use "Final bsp blablabla" and the models will have the correct colours. This should also take care off the "very white" stuff.
Note: The Final BSP blablabla process can take a very long time..
The models are black since you used "single BSP-Meta". Use "Final bsp blablabla" and the models will have the correct colours. This should also take care off the "very white" stuff.
Note: The Final BSP blablabla process can take a very long time..
Actually, you only have to add the -rename parameter to the bsp stage when compiling to fix the black models as it concerns a bug with modelnames or something like that.
Also, you may want to read some tutorials on www.modsonline.com as I'm sure they will help with 80% of your problems, like how to build a swimming pool iirc.
Actually, you only have to add the -rename parameter to the bsp stage when compiling to fix the black models as it concerns a bug with modelnames or something like that.
I don't get this part Ah well, just listen to LB, he knows more about it then me :lol:
The BSP part will convert all the brushes/entities/models/etc and their corresponding coordinates in the .map file to a readable format for sof2, the .bsp format. The rest of the stages will then be applied to this .bsp.
In the second part, VIS, it will be calculated WHAT can be seen from WHERE. For example, it calculates if someone in room A can see someone in room B.
In the last part the lighting will be calculated by projecting the light from the light entities/textures/sky onto the surfaces of the brushes.
Anyway, you can add parameters to this which tell the q3map2.exe to do specific actions to your .map file. For example, you can make VIS and LIGHT faster by adding the -fast parameter, at the cost of a lower quality. Also, the -meta parameter is often used in the BSP stage because it greatly beneftis compile times.
I do not exactly know what the -rename parameter does, but it has something to do with the renaming of the models so they match with the texture. Note that this only applies to misc_models.
My normal compile would therefore look something like this:
The BSP part will convert all the brushes/entities/models/etc and their corresponding coordinates in the .map file to a readable format for sof2, the .bsp format. The rest of the stages will then be applied to this .bsp.
In the second part, VIS, it will be calculated WHAT can be seen from WHERE. For example, it calculates if someone in room A can see someone in room B.
In the last part the lighting will be calculated by projecting the light from the light entities/textures/sky onto the surfaces of the brushes.
Anyway, you can add parameters to this which tell the q3map2.exe to do specific actions to your .map file. For example, you can make VIS and LIGHT faster by adding the -fast parameter, at the cost of a lower quality. Also, the -meta parameter is often used in the BSP stage because it greatly beneftis compile times.
I do not exactly know what the -rename parameter does, but it has something to do with the renaming of the models so they match with the texture. Note that this only applies to misc_models.
My normal compile would therefore look something like this:
You will m8 the more you read and the more you ask the more you will learn
You are absolutly right! Maybe I cant learn to much because I have alot to do. (school)
But when the holidays are there I will start again and maybe I can complete it in one holiday
You are absolutly right! Maybe I cant learn to much because I have alot to do. (school)
But when the holidays are there I will start again and maybe I can complete it in one holiday
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