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Old October 2nd, 2005   #11
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Default Re: mp_hsh3

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..


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Old October 2nd, 2005   #12
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Default Re: mp_hsh3

Quote:
Originally Posted by Memorex
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.

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Old October 2nd, 2005   #13
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Default Re: mp_hsh3

Quote:
Originally Posted by LeTHaL BaNaNa
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:


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Old October 3rd, 2005   #14
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Default Re: mp_hsh3

Quote:
Originally Posted by Memorex
I don't get this part Ah well, just listen to LB, he knows more about it then me :lol:
Ok, I'll try to explain. It's quite easy once you get the hang of it.

A very basic BSP, VIS, LIGHT compile would look like this.

Code:
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
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:

Code:
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -meta -rename -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -saveprt -fast -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -fast -filter -patchshadows -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
You do need q3map2 for this, because it is way better than the original q3map that comes with the sdk. If you use gtk you are fine.

I found a list with all the switches for q3map2 which I found quite useful: CLiCK

Also, you might want to use q3map2toolz for this which you can get from google, as it really helps.

I hope this answers your question

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Old October 3rd, 2005   #15
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Default Re: mp_hsh3

To make a simple pool the quick way.

1. Make an oblong shape and click the hollow option.

2. Load up finca textures and texture the 4 inner walls & floor with "pool tile"

4. Load up textures > tools & find nodraw_water draw a brush out with the the same depth as your pool maybe slightly shallower.

5. Load up the common textures and texture the top of the nodraw_water with water_pool.

NOTE : Shift+right click to texture 1 face of a brush.

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Old October 3rd, 2005   #16
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Default Re: mp_hsh3

Quote:
Originally Posted by LeTHaL BaNaNa
Ok, I'll try to explain. It's quite easy once you get the hang of it.

A very basic BSP, VIS, LIGHT compile would look like this.

Code:
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
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:

Code:
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -meta -rename -game sof2 "C:\games\SOF II\base\maps\autosave.map"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -vis -saveprt -fast -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
"C:\tools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe" -light -fast -filter -patchshadows -game sof2 "C:\games\SOF II\base\maps\autosave.bsp"
You do need q3map2 for this, because it is way better than the original q3map that comes with the sdk. If you use gtk you are fine.

I found a list with all the switches for q3map2 which I found quite useful: CLiCK

Also, you might want to use q3map2toolz for this which you can get from google, as it really helps.

I hope this answers your question
Thanks m8 It sure answers my question


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Old October 3rd, 2005   #17
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Default Re: mp_hsh3

LoL, seriously, I dont understand anything of all these posts

I think I resume mapping in the holidays which is in 2 weeks.

Your hear from me!
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Old October 3rd, 2005   #18
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Default Re: mp_hsh3

Quote:
Originally Posted by Rammelslakje (NL)
LoL, seriously, I dont understand anything of all these posts
You will m8 the more you read and the more you ask the more you will learn

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Old October 3rd, 2005   #19
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Default Re: mp_hsh3

Quote:
Originally Posted by }-=AcE=-{
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

Soooo... See yah in 2 weeks in this thread

(dont close it)
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Old October 3rd, 2005   #20
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Default Re: mp_hsh3

Quote:
Originally Posted by Rammelslakje (NL)
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

Soooo... See yah in 2 weeks in this thread

(dont close it)
Everyone has to start somewhere

.
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