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Problem with Q3Map2 Toolz

Postby !NuB!Donut » Wed Aug 18, 2010 10:41 pm

Yesterday I started working again on my maps but since i have my new computer i get some strange errors when i use Q3Map2 Toolz. I tried to reinstal it but it's still the same.

If i cloes the Configure.exe i get 16 errors.

for example:

Code: Select all
bspc.gnr contains a unsolvable error
Line: $$*BSPC 1


Code: Select all
bspc.gnr contains a unsolvable error
Line: $$*BSPC-forcesidesvisible1


Code: Select all
smokinguns.dbl contains a unsolvable error
Line: $$*BSPC 1


And this don't look usual too

t_13dspsojxbm_d03e16c.jpg t_14h7jji9i9dm_988c015.jpg t_14h7jji9i9em_80a6608.jpg t_14h7jji9i9fm_a5fb39d.jpg

I hope someone can help me
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Postby ReD NeCKersoN » Thu Aug 19, 2010 2:46 am

Uninstall it. (Yes, again.) Remove any Q3Map2Toolz entries from your registry... get a knowledgeable friend to help if you aren't sure how to do this. One wrong move could damage your operating system.
Then reinstall Q3Map2Toolz. Hopefully, that should fix it.
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Postby Pardner » Thu Aug 19, 2010 3:55 am

Start --> Run --> regedit

I had the same problem and I tried removing the registry entries but I still had problems.... meaning I didn't get them all! Sneaky program :|

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Postby !NuB!Donut » Thu Aug 19, 2010 8:27 pm

Uninstall it. (Yes, again.) Remove any Q3Map2Toolz entries from your registry... get a knowledgeable friend to help if you aren't sure how to do this. One wrong move could damage your operating system.
Then reinstall Q3Map2Toolz. Hopefully, that should fix it.

i will try it but i installed the map tools at the computer of a friend of mine and another computer and there i get the same errors but all this computer are not very old.

I have an idea but im not sure if it will work.

t_14h7jji9i9gm_d94ec9d.jpg

The red surrounded numbers are also inside the command lines so could somebody send me the right command lines to build a map.
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Postby ReD NeCKersoN » Fri Aug 20, 2010 2:46 am

That software is pretty old. It may or may not run correctly on Vista or Windows 7.
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Postby !NuB!Donut » Fri Aug 27, 2010 9:30 pm

sorry that the reply take so long but i was one week in austria.

It may or may not run correctly on Vista or Windows 7.


two are Windows xp and one Windows 7

but now to the error i think i found it. Its called swsmokinguns.dbl (you can find it at C:\Programme\Q3Map2 Toolz\switches).

Code: Select all
$$*BSPC
$$*BSPC -forcesidesvisible
$$*BSPC -forcesidesvisible -optimize
$$*BSPC -optimize
$$BSP -meta Vis Light -bounce 8 -bouncegrid -fastbounce -filter -patchshadows -super 2 BSPC -forcesidesvisible -optimize
$$BSP -meta Vis Light -bounce 8 -fastbounce -filter -patchshadows -super 2 BSPC -forcesidesvisible -optimize
$$BSP -meta Vis Light -bounce 8 -fastbounce -patchshadows -samples 3 BSPC -forcesidesvisible -optimize
$$BSP -meta Vis Light -bounce 8 -filter -patchshadows -super 2 BSPC -forcesidesvisible -optimize
*game,None,x
bsp,0,0,00
bsp,0,0,00
bsp,0,0,00
bsp,0,0,00
bsp,2,0,00-meta
bsp,2,0,00-meta
bsp,2,0,00-meta
bsp,2,0,00-meta
bsp,-analyze,0,analyzes and identifies the BSP type
bsp,-convert,s,Will convert BSP to specified format (-format ase)
bsp,-custinfoparms,0,This will enable custom surface flags
bsp,-de,d,(distance epsilon) for tuning precision of plane snapping to correct potential AAS/BSP issues
bsp,-debuginset,0,Debug surface triangle insetting enabled
bsp,-debugportals,0,Puts the portals as coloured translucent polygons
bsp,-debugsurfaces,0,Will colour every surface with a different colour
bsp,-fakemap,0,Will create a fake map with worldspawn entitie and world brushes
bsp,-flares,0,enable flare surfaces
bsp,-flat,0,Flat forces all ST-coordinates to the pixel that best fits the average colour of the texture
bsp,-fulldetail,0,Will cause all detail brushes to be handled as if they are structural
bsp,-import,s,This imports .tga images into the internal lightmaps in the .bsp
bsp,-leaktest,0,program will stop when a leak is found
bsp,-meta,0,Will decompose brushfaces into their component triangles. This creates a more efficient BSP
bsp,-mi,n,Set maximum per surface index count to %d
bsp,-mv,n,Set maximum per surface vertex count to %d
bsp,-ne,d,(normal epsilon) for tuning precision of plane snapping to correct potential AAS/BSP issues
bsp,-nocurves,0,Will not compile curved surfaces into the bsp
bsp,-nodetail,0,Will not compile detail brushes into the bsp
bsp,-nofog,0,Will not compile fog brushes into the bsp
bsp,-nohint,0,Will omit hint brushes from the bsp
bsp,-nosubdivide,0,Visible surfaces will not be split. tesssize is ignored and brushfaces are left alone
bsp,-notjunc,0,Will not fix t-junctions (can cause LoD cracks)
bsp,-nowater,0,Will not compile liquids (water slime and lava) brushes into the bsp
bsp,-np,g,forces all planar shaders to become nonplanar with the shadeangle specified
bsp,-onlyents,0,Will only change the entities in the bsp (needs bsp as file-filter)
bsp,-patchmeta,0,Creates meta surfaces from patches. Pre tesselates patches into the bsp merges a set LoD into a surface
bsp,-samplesize,n,This sets the lightmap pixel size to (NxN) unit
bsp,-scale,d,This will um dunno
bsp,-skyfix,0,Removes the black borders round  skyboxes (for ATI and newer NVIDIA gfx-cards)
bsp,-snap,n,Axial bevel plane snapping to reduce clipped model plane count (use with care)
bsp,-texrange,n,limits per surface texture range to %d texels
bsp,-v,0,outputs more information regarding the compile
bsp,-verboseentities,0,outputs more information about compiling entitie sub-models into the bsp
bspc,1,0,00
bspc,2,0,00
bspc,3,0,00-forcesidesvisible
bspc,3,0,00-forcesidesvisible-optimize
bspc,3,0,00-forcesidesvisible-optimize
bspc,3,0,00-forcesidesvisible-optimize
bspc,3,0,00-forcesidesvisible-optimize
bspc,3,0,00-forcesidesvisible-optimize
game,+set r_clear 1,0,Replaces HOM effect with a bright pink colour
game,+set r_nocurves 1,0,prevents curves from being drawn
game,+set r_showtris 1,0,puts white lines around every trianlge
game,+set r_speeds 1,0,shows a line of various variables regarding the performance of your map
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
light,0,0,00
light,0,0,00
light,0,0,00
light,0,0,00
light,3,0,00-bounce8-bouncegrid-fastbounce-filter-patchshadows-super2
light,3,0,00-bounce8-fastbounce-filter-patchshadows-super2
light,3,0,00-bounce8-fastbounce-patchshadows-samples3
light,3,0,00-bounce8-filter-patchshadows-super2
light,-approx,b,aproximates lightmaps within a byte tollerance (0-255)
light,-areascale,d,scales the intensity of area lights
light,-border,0,Creates a debugging border around the lightmap
light,-bounce,n,This enables radiosity calculation. It will re-diffuse the light emitted onto a surface (N) times
light,-bouncegrid,0,This enables radiosity affecting the lightgrid
light,-bouncescale,d,Scales the intensity of radiosity light
light,-cheap,0,This stops Q3Map from calculating light on a sample after it exceeds (255 255 255)
light,-cheapgrid,0,This is the same as cheap but it is used only in lightgrid calculations
light,-compensate,d,to compensate for ingame overbrighting
light,-cpma,0,argument for "classic" vertex lighting
light,-custinfoparms,0,This will enable custom surface flags
light,-dark,0,for dark lightmap/brush seams (Unreal 1-ish)
light,-debug,0,Enables lightmap debugging
light,-debugaxis,0,Colors lightmaps based on their lightmap axis (which direction the lightmap was projected on)
light,-debugcluster,0,Colors lightmaps based on the pvs cluster the luxel falls into
light,-debugorigin,0,Colors lightmaps based on the luxel origin relative to the raw lightmap's bounding box
light,-debugsurfaces,0,This will color every surface with a different color
light,-debugunused,0,This colors unused lightmap pixels (luxels) hot pink
light,-dirty,0,enables dirtmapping
light,-dump,0,Dumps radiosity lights into numbered prefabs for each bounce. ( maps/<map>_bounce_<bouncenum>.map )
light,-export,0,This exports internal lightmaps in the .bsp to .tga images
light,-extra,0,(obsolete) Sets -super 2
light,-extrawide,0,(obsolete) Sets -super 2 and -filter
light,-fast,0,This enables light envelopes for area lights and enables light culling. With some maps using it could speed up light calculations by 50x or more
light,-fastbounce,0,This enables fast for radiosity passes only
light,-faster,0,Faster mode enabled
light,-fastgrid,0,This enables fast for lightgrid calculation only
light,-filter,0,Gives you a gaussian blur for shadows and applies a 3x3 box filter (similar to Photoshop’s blur) to the lightmap
light,-gamma,d,sets lightmap/vertex gamma value for more realistic lighting
light,-lightmapsize,n,limits lightmap size
light,-lomem,0,supresses trace BSP optimization. This feature trades lighting performance for decreased memory usage
light,-nocollapse,0,Identical lightmap collapsing disabled
light,-nogrid,0,This disables calculation of the lightgrid for dynamic model lighting
light,-normalmap,0,Stores normal map instead of lightmap. This colors lightmaps by their facings
light,-nosurf,0,This disables the surface tracing of detail brushes and patches for shadow calculation
light,-notrace,0,No light tracing is performed. As a result no shadows will be cast
light,-novertex,0,This disables calculation of vertex lighting
light,-patchshadows,0,This enables the casting of shadows by patches
light,-pointscale,d,This scales the intensity of point lights
light,-samples,n,Intelligent antialising of shadow edges
light,-samplesize,n,This sets the lightmap pixel size to (NxN) unit
light,-scale,d,Scales the intensity of all light sources
light,-shade,0,Enables phong shading
light,-shadeangle,g,Phong shading enabled with a breaking angle of %d degrees
light,-sky,d,Scales the intensity of sky lights (q3map_sky/q3map_sun)
light,-smooth,0,Smoothing enabled
light,-subdivisions,n,set patch level-of-detail. Default value is 8 use 4 to simulate default Q3
light,-sunonly,0,Computes sunlight only no other light at all
light,-super,n,Arbitrarily ordered grid supersampling of lightmaps. This replaces extra & extrawide
light,-thresh,d,Thresh sets the recursive triangle subdivision threshold
light,-v,0,Outputs more information about the status of your compile
vis,0,0,00
vis,0,0,00
vis,0,0,00
vis,0,0,00
vis,1,0,00
vis,1,0,00
vis,1,0,00
vis,1,0,00
vis,-fast,0,This will only calculate a very loose visibility list (quick & dirty)
vis,-hint,0,Will merge the bsp leaves (except hint portals) before calulating the visibility list
vis,-merge,0,Will merge the bsp leaves before calulating the visibility list
vis,-nohint,0,omits hint brushes from compile for testing
vis,-nopassage,0,This will disable the passage visibility algorithm. The passage vis is faster and a bit more tight than the old algorithm.
vis,-nosort,0,This disables sorting of portals by complexity. sorting will speed up visibility calculations because complex portals can use information from less complex ones.
vis,-passageonly,0,This will use the passage visibility algorithm only
vis,-saveprt,0,disables the automatic deletion of the *.prt file after calculation the visibility list
vis,-v,0,outputs more information regarding the compile


So the error are the

...
bsp,0,0,00
bsp,0,0,00
bsp,0,0,00
bsp,0,0,00

...
bspc,1,0,00
bspc,2,0,00

...
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
game,0,x,
light,0,0,00
light,0,0,00
light,0,0,00
light,0,0,00

...
vis,0,0,00
vis,0,0,00
vis,0,0,00
vis,0,0,00
vis,1,0,00
vis,1,0,00
vis,1,0,00
vis,1,0,00


Please could somebody send me the swsmokinguns.dbl
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Postby ReD NeCKersoN » Sat Aug 28, 2010 1:07 am

!NuB!Donut wrote:Please could somebody send me the swsmokinguns.dbl

Here is the working file from my computer.
http://www.mediafire.com/file/5zeu0ok45 ... inguns.dbl
Please let us know if this fixes your problem.
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Postby !NuB!Donut » Sat Aug 28, 2010 10:44 am

IT WORKS!!!!!!! 8)

I just needed to do some little changes in your swsmokinguns.dbl

here is my working swsmokinguns.dbl


Code: Select all
$$*BSPC
$$*BSPC -forcesidesvisible
$$*BSPC -forcesidesvisible -optimize
$$*BSPC -optimize
$$BSP -meta Vis Light -bounce 8 -bouncegrid -fastbounce -filter -patchshadows -super 2 BSPC -forcesidesvisible -optimize
$$BSP -meta Vis Light -bounce 8 -fastbounce -filter -patchshadows -super 2 BSPC -forcesidesvisible -optimize
$$BSP -meta Vis Light -bounce 8 -fastbounce -patchshadows -samples 3 BSPC -forcesidesvisible -optimize
$$BSP -meta Vis Light -bounce 8 -filter -patchshadows -super 2 BSPC -forcesidesvisible -optimize
*game,None,x
bsp,-analyze,0,analyzes and identifies the BSP type
bsp,-convert,s,Will convert BSP to specified format (-format ase)
bsp,-custinfoparms,0,This will enable custom surface flags
bsp,-de,d,(distance epsilon) for tuning precision of plane snapping to correct potential AAS/BSP issues
bsp,-debuginset,0,Debug surface triangle insetting enabled
bsp,-debugportals,0,Puts the portals as coloured translucent polygons
bsp,-debugsurfaces,0,Will colour every surface with a different colour
bsp,-fakemap,0,Will create a fake map with worldspawn entitie and world brushes
bsp,-flares,0,enable flare surfaces
bsp,-flat,0,Flat forces all ST-coordinates to the pixel that best fits the average colour of the texture
bsp,-fulldetail,0,Will cause all detail brushes to be handled as if they are structural
bsp,-import,s,This imports .tga images into the internal lightmaps in the .bsp
bsp,-leaktest,0,program will stop when a leak is found
bsp,-meta,0,Will decompose brushfaces into their component triangles. This creates a more efficient BSP
bsp,-mi,n,Set maximum per surface index count to %d
bsp,-mv,n,Set maximum per surface vertex count to %d
bsp,-ne,d,(normal epsilon) for tuning precision of plane snapping to correct potential AAS/BSP issues
bsp,-nocurves,0,Will not compile curved surfaces into the bsp
bsp,-nodetail,0,Will not compile detail brushes into the bsp
bsp,-nofog,0,Will not compile fog brushes into the bsp
bsp,-nohint,0,Will omit hint brushes from the bsp
bsp,-nosubdivide,0,Visible surfaces will not be split. tesssize is ignored and brushfaces are left alone
bsp,-notjunc,0,Will not fix t-junctions (can cause LoD cracks)
bsp,-nowater,0,Will not compile liquids (water slime and lava) brushes into the bsp
bsp,-np,g,forces all planar shaders to become nonplanar with the shadeangle specified
bsp,-onlyents,0,Will only change the entities in the bsp (needs bsp as file-filter)
bsp,-patchmeta,0,Creates meta surfaces from patches. Pre tesselates patches into the bsp merges a set LoD into a surface
bsp,-samplesize,n,This sets the lightmap pixel size to (NxN) unit
bsp,-scale,d,This will um dunno
bsp,-skyfix,0,Removes the black borders round  skyboxes (for ATI and newer NVIDIA gfx-cards)
bsp,-snap,n,Axial bevel plane snapping to reduce clipped model plane count (use with care)
bsp,-texrange,n,limits per surface texture range to %d texels
bsp,-v,0,outputs more information regarding the compile
bsp,-verboseentities,0,outputs more information about compiling entitie sub-models into the bsp
bspc,-breadthfirst,0,Breadth first bsp building
bspc,-cfg,f,use specified configuration file
bspc,-forcesidesvisible,0,forces all sides to be visible
bspc,-freetree,0,Frees the bps tree
bspc,-grapplereach,0,enables the computation for the grappling hook
bspc,-nobrushmerge,0,prevents the merging of brushes
bspc,-nocsg,0,prevents the splitting of brushes
bspc,-noverbose,0,prohibits the compiler from giving feedback
bspc,-optimize,0,optimizes the aas file
game,+set r_clear 1,0,Replaces HOM effect with a bright pink colour
game,+set r_nocurves 1,0,prevents curves from being drawn
game,+set r_showtris 1,0,puts white lines around every trianlge
game,+set r_speeds 1,0,shows a line of various variables regarding the performance of your map
light,-approx,b,aproximates lightmaps within a byte tollerance (0-255)
light,-areascale,d,scales the intensity of area lights
light,-border,0,Creates a debugging border around the lightmap
light,-bounce,n,This enables radiosity calculation. It will re-diffuse the light emitted onto a surface (N) times
light,-bouncegrid,0,This enables radiosity affecting the lightgrid
light,-bouncescale,d,Scales the intensity of radiosity light
light,-cheap,0,This stops Q3Map from calculating light on a sample after it exceeds (255 255 255)
light,-cheapgrid,0,This is the same as cheap but it is used only in lightgrid calculations
light,-compensate,d,to compensate for ingame overbrighting
light,-cpma,0,argument for "classic" vertex lighting
light,-custinfoparms,0,This will enable custom surface flags
light,-dark,0,for dark lightmap/brush seams (Unreal 1-ish)
light,-debug,0,Enables lightmap debugging
light,-debugaxis,0,Colors lightmaps based on their lightmap axis (which direction the lightmap was projected on)
light,-debugcluster,0,Colors lightmaps based on the pvs cluster the luxel falls into
light,-debugorigin,0,Colors lightmaps based on the luxel origin relative to the raw lightmap's bounding box
light,-debugsurfaces,0,This will color every surface with a different color
light,-debugunused,0,This colors unused lightmap pixels (luxels) hot pink
light,-dirty,0,enables dirtmapping
light,-dump,0,Dumps radiosity lights into numbered prefabs for each bounce. ( maps/<map>_bounce_<bouncenum>.map )
light,-export,0,This exports internal lightmaps in the .bsp to .tga images
light,-extra,0,(obsolete) Sets -super 2
light,-extrawide,0,(obsolete) Sets -super 2 and -filter
light,-fast,0,This enables light envelopes for area lights and enables light culling. With some maps using it could speed up light calculations by 50x or more
light,-fastbounce,0,This enables fast for radiosity passes only
light,-faster,0,Faster mode enabled
light,-fastgrid,0,This enables fast for lightgrid calculation only
light,-filter,0,Gives you a gaussian blur for shadows and applies a 3x3 box filter (similar to Photoshop’s blur) to the lightmap
light,-gamma,d,sets lightmap/vertex gamma value for more realistic lighting
light,-lightmapsize,n,limits lightmap size
light,-lomem,0,supresses trace BSP optimization. This feature trades lighting performance for decreased memory usage
light,-nocollapse,0,Identical lightmap collapsing disabled
light,-nogrid,0,This disables calculation of the lightgrid for dynamic model lighting
light,-normalmap,0,Stores normal map instead of lightmap. This colors lightmaps by their facings
light,-nosurf,0,This disables the surface tracing of detail brushes and patches for shadow calculation
light,-notrace,0,No light tracing is performed. As a result no shadows will be cast
light,-novertex,0,This disables calculation of vertex lighting
light,-patchshadows,0,This enables the casting of shadows by patches
light,-pointscale,d,This scales the intensity of point lights
light,-samples,n,Intelligent antialising of shadow edges
light,-samplesize,n,This sets the lightmap pixel size to (NxN) unit
light,-scale,d,Scales the intensity of all light sources
light,-shade,0,Enables phong shading
light,-shadeangle,g,Phong shading enabled with a breaking angle of %d degrees
light,-sky,d,Scales the intensity of sky lights (q3map_sky/q3map_sun)
light,-smooth,0,Smoothing enabled
light,-subdivisions,n,set patch level-of-detail. Default value is 8 use 4 to simulate default Q3
light,-sunonly,0,Computes sunlight only no other light at all
light,-super,n,Arbitrarily ordered grid supersampling of lightmaps. This replaces extra & extrawide
light,-thresh,d,Thresh sets the recursive triangle subdivision threshold
light,-v,0,Outputs more information about the status of your compile
vis,-fast,0,This will only calculate a very loose visibility list (quick & dirty)
vis,-hint,0,Will merge the bsp leaves (except hint portals) before calulating the visibility list
vis,-merge,0,Will merge the bsp leaves before calulating the visibility list
vis,-nohint,0,omits hint brushes from compile for testing
vis,-nopassage,0,This will disable the passage visibility algorithm. The passage vis is faster and a bit more tight than the old algorithm.
vis,-nosort,0,This disables sorting of portals by complexity. sorting will speed up visibility calculations because complex portals can use information from less complex ones.
vis,-passageonly,0,This will use the passage visibility algorithm only
vis,-saveprt,0,disables the automatic deletion of the *.prt file after calculation the visibility list
vis,-v,0,outputs more information regarding the compile


Thank you ReD and Pardner for your help. :D
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Postby Pardner » Sat Aug 28, 2010 4:33 pm

Good I am glad you got it worked out. This is something that has bothered me about Q3Map2Toolz for a while.
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