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GTKR headache =(

Postby MachoBastard » Mon Feb 16, 2009 2:15 pm

Hello to SG staff, been into mapping since Ken Silverma's Build Engine to UTIII ED, but..never had so much trouble to set up an editor.. :? i was able to install GTKR and all that stuff started makin' maps..then i found the first weird error..i wonder if i setup somethin wrong, ASE models wont show up ingame, but works just fine in GTKR, couldnt find out in the forums anythin about that, then i tried to compile using GTKR and q3map2 on CMD, both gave me the error about the missing shader textures for ladder and nodraw, couldnt find any useful topics about this either, also id like to ask about GTKR 1.5, is it better? not recommendable? coz couldnt make it work like 1.4.

Btw, you did a really GOOD job on this oldie engine. 8)

I also would like to put on your disposal my services, id like to contribute with anythin on this project.
some of the stuff i manage:3DMax9+Vray,FlashCS4/AS2.0/3.0, Installer scripting/InstallShield, Photoshoping, Mapping, and some other Graphic/Web/Modeling Design stuff.

Hope you can help me setup correctly my GTKR and stuff so i can share some of my maps in these forums :D
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Postby ReD NeCKersoN » Mon Feb 16, 2009 5:26 pm

Howdy & welcome! The dev team can use all of the help we can get, so anything you can do would be great.

This might be a dumb question but did you follow the tutorial for setting up the tools? It almost sounds as if you might have some folders in the wrong locations or something. Check to see that your shaderlist.txt is in the scripts folder & that you use the q3map2 that comes with our mapping tools. Most of us here never had good luck with GTK 1.5 as it constantly crashed. Breli posted a setup guide for ZeroRadiant in the tutorial section if you'd like to try that. Good luck & let us know if you continue to have problems. We'll do our best to help you figure it out.
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Postby /dev/random » Mon Feb 16, 2009 5:46 pm

You didn't mention your OS, but I assume it's windows.

As a side note; There's also NetRadiant, which is an improved version of the 1.5 GTK Radiant. I didn't map that much, but I was never able to crash it :wink:
That being said, I prefer 1.5. I first had a version without all the nifty plugins, which was quite stressful, but with the plugins I like 1.5 way more. But as mentioned, I really don't map that much :D
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Re: GTKR headache =(

Postby Pardner » Mon Feb 16, 2009 7:16 pm

MachoBastard wrote:then i tried to compile using GTKR and q3map2 on CMD, both gave me the error about the missing shader textures for ladder and nodraw

It sounds like you are using the compile option inside GTK Radiant. You must use the compiler included in our package. The compile scripts inside the GTK editor do not point to our compiler. You should write a batch file or use Q3Map2Toolz to compile your maps. And when you do, make sure you set the -fs_basepath switch:
-fs_basepath "C:\Program Files\Smokin' Guns"


Here is the link to the compiling tutorial if you missed it:
viewtopic.php?t=1491#compile

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Postby MachoBastard » Tue Feb 17, 2009 3:41 am

Hi again, yeah i did read all the tutorials and stuff in this forums and some others, i use WinXP Pro SP3 Eng, the q3map2.exe included on the download section was the CMD version and i tried to compile using it and all the commands variations (-meta -vis -light -fast, etc.) got the missing textures erros (no draw and ladder) then i got the GUI version of q3map toolz, but when i tried to set it up got no Smokin Guns in the list so i overwrited some of the files included in your package and it appeared in the list, then i noticed that the bspb.exe only comes with GTKR 1.5...so im all messed up... :?

My directories:
C:/Program files/Smokin' Guns/ *SG Path*
C:/Program files/GtkRadiant-1.4/ *GTKR Path*
C:/Program files/Q3Map2 Toolz/ *Q3Map2 Toolz Gui Path*

im able to make maps so far, but get the missing textures when compiling (either inside GTKR or q3map2.exe ) so ingame the ladder or nodraw textures show up like gray squares white bordered and the ASE models i add wont show up in-game. :|
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Postby Pardner » Tue Feb 17, 2009 4:07 am

MachoBastard wrote:My directories:
C:/Program files/Smokin' Guns/ *SG Path*
C:/Program files/GtkRadiant-1.4/ *GTKR Path*
C:/Program files/Q3Map2 Toolz/ *Q3Map2 Toolz Gui Path*


try running this batch file, its identical to the one I use to compile my maps (minus the switches):
Code: Select all
cd C:/Program files/Smokin' Guns/
"smokinguns\compiler\q3map2.exe" -meta -fs_basepath "C:\Program Files\Smokin' Guns" "smokinguns\maps\mymap.map"
"smokinguns\compiler\q3map2.exe" -vis -fs_basepath "C:\Program Files\Smokin' Guns" "smokinguns\maps\mymap.bsp"
"smokinguns\compiler\q3map2.exe" -light -fs_basepath "C:\Program Files\Smokin' Guns" smokinguns\maps\mymap.bsp"
pause
"smokinguns.exe" +sv_pure 0 +devmap mymap

If that doesnt work then there must be something wrong with your dir structure. Make sure common, joekari, and sg have been added to your "C:\Program Files\Smoking Guns\smokinguns\scripts" dir. You may even want to unzip those shader files into the scripts folder as well.
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Postby MachoBastard » Tue Feb 17, 2009 5:40 am

Nopes, ive uncompressed the whole SG pk3 containing the missing textures into smokinguns and the batch worked well, but still gettin the missing textures msgs :|

Code: Select all

C:\>cd C:/Program files/Smokin' Guns/

C:\Program Files\Smokin' Guns>"smokinguns\compiler\q3map2.exe" -meta -fs_basepat
h "C:\Program files\Smokin' Guns" "smokinguns\maps\tester.map"
2.5.11
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program files/Smokin' Guns/baseq3/

--- BSP ---
Creating meta surfaces from brush faces
Loading C:/Program Files/Smokin' Guns/smokinguns\maps\tester.map
entering C:/Program Files/Smokin' Guns/smokinguns\maps\tester.map
WARNING: Couldn't find image for shader textures/sg_wood1/wood_crate
WARNING: Couldn't find image for shader textures/sg_wood1/wood_ladder1b
WARNING: Couldn't find image for shader textures/common/ladder
        0 areaportals
Size: -1844, -7438,  3568 to  -364, -6262,  4136
block size = { 1024 1024 1024 }
       24 leafs filled
writing C:/Program Files/Smokin' Guns/smokinguns\maps\tester.prt
--- WriteSurfaceExtraFile ---
Writing C:/Program Files/Smokin' Guns/smokinguns\maps\tester.srf
Writing C:/Program Files/Smokin' Guns/smokinguns\maps\tester.bsp
Wrote 0.0 MB (12616 bytes)
        0 seconds elapsed

C:\Program Files\Smokin' Guns>"smokinguns\compiler\q3map2.exe" -vis -fs_basepath
 "C:\Program files\Smokin' Guns" "smokinguns\maps\tester.bsp"
2.5.11
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program files/Smokin' Guns/baseq3/

--- Vis ---
Loading C:/Program Files/Smokin' Guns/smokinguns\maps\tester.bsp
Loading C:/Program Files/Smokin' Guns/smokinguns\maps\tester.prt
    18 portalclusters
    46 numportals
    52 numfaces
    92 active portals
     0 hint portals
visdatasize:152

--- BasePortalVis (92) ---
0...1...2...3...4...5...6...7...8...9... (0)
      5 average number of passages per leaf
      0 MB required passage memory

--- CreatePassages (92) ---
0...1...2...3...4...5...6...7...8...9... (0)

--- PassagePortalFlow (92) ---
0...1...2...3...4...5...6...7...8...9... (0)
creating leaf vis...
Total visible clusters: 336
Average clusters visible: 18
Writing C:/Program Files/Smokin' Guns/smokinguns\maps\tester.bsp
Wrote 0.0 MB (12768 bytes)
        0 seconds elapsed

C:\Program Files\Smokin' Guns>"smokinguns\compiler\q3map2.exe" -light -fs_basepa
th "C:\Program files\Smokin' Guns" "smokinguns\maps\tester.bsp"
2.5.11
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program files/Smokin' Guns/baseq3/

--- Light ---
Loading C:/Program Files/Smokin' Guns/smokinguns\maps\tester.bsp
Loading C:/Program Files/Smokin' Guns/smokinguns\maps\tester.srf
Loading C:/Program Files/Smokin' Guns/smokinguns\maps\tester.map
entering C:/Program Files/Smokin' Guns/smokinguns\maps\tester.map
--- SetupGrid ---
Grid size = { 64, 64, 128 }
     2185 grid points
        1 point lights
        0 spotlights
        0 diffuse (area) lights
        0 sun/sky lights
        1 total lights
        0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
23 x 19 x 5 = 2185 grid
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
    28260 luxels
    27535 luxels mapped
      724 luxels occluded
        1 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
        0 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
       78 vertexes illuminated
--- StoreSurfaceLightmaps ---
    28260 luxels used
    65536 luxels stored (43.12 percent efficiency)
        1 identical surface lightmaps, using 20 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
        4 BSP lightmaps
        4 total lightmaps
        4 unique lightmap/shader combinations
Writing C:/Program Files/Smokin' Guns/smokinguns\maps\tester.bsp
Wrote 0.2 MB (226856 bytes)
        0 seconds elapsed

C:\Program Files\Smokin' Guns>pause
Press any key to continue . . .


if i get it to work ill make an easy installer coz its a buttache to set this up :P
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Postby L3th4l » Tue Feb 17, 2009 5:49 am

This bit right here at the top of your log is what your problem is



Code: Select all
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program files/Smokin' Guns/baseq3/


Your not using our q3map2.exe your using an older one. Our version of q3map2 is the only one that will work.

Our map toolz pack is setup so all you have to do is drop the folders into the right directories. If you look in our map toolz pack you will find our q3map2.exe. You have to point your batch script or q3map2toolz to that q3map2.exe
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Postby MachoBastard » Tue Feb 17, 2009 6:02 am

omfg it worked now, finally, i could dance with my sombrero over some choyas lol, now to go on mapping again, thank u all :D
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Postby ReD NeCKersoN » Tue Feb 17, 2009 6:22 am

D'oh! Glad it's all good now & looking forward to a wip thread from you!
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