alright guys..i may be sounding like a nub soon..
u helped me with the texture problem.. now my compiles not working..it dont say why it will just come up
ERROR Q3map virsion 1.34 ahhhhh
this is copied stright from it..anyone spot a problem to help me out?
H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"H:\PROGRA~1\MOHAAT~1\Q3map.exe" -game
ir H:\PROGRA~1\EAGAME~1\MOHAA H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\Larrys ho
se.map
---- q3map ----
************ ERROR ************
Q3MAP Version 1.34
-info - get information about the map
-light - get taunted
-vis - perform vising on the map
BSP options
-threads [num] - specify how many threads to use
-v - verbose
-nowater
-nofill
-nodetail
-nohint
-fulldetail
-onlyents
-onlytextures
-nosubdivide
-leaktest
-verboseentities
-nocurves
-notjunc
-expand
-detailterrainborders - force terrain mesh boundaries to be flagged max detail
-tmpout
-fakemap
-all
-fast
-nomerge
-snapdistance [distance] - vertex coordinates within [distance] of a grid point
will get snapped to the grid. Default = 0.1
-lightmapdensity [density]
-smoothangle [angle] - vertex angles less than this will get smoothed
-gamedir [gamedir] - file path to the game executable
-moddir [moddir] - mod subdirectory of gamedir
-blocksize [size] - bsp chopped up into blocks of size [blocksize].
blocksize 0 disables this option. Default = 1024
-chopblocklast - do blocksize chops after other chops
-nomanvis - disable manual vis
-nostatic - disables The Addition of Static Collision Masks to the scene
-visiblestatic - makes the Static Collision Masks use a visible shader
H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"H:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis
gamedir H:\PROGRA~1\EAGAME~1\MOHAA H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\Larr
s house.map
---- vis ----
************ ERROR ************
Q3MAP Version 1.00
VIS options
-threads [num] - specify how many threads to use
-v - verbose
-fast - fast vis
-level [testlevel]
-nosort
-deleteprt
-tmpin
-tmpout
-nofarplane
-farplane [num]
-help - what you see
-gamedir [gamedir]
H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"H:\PROGRA~1\MOHAAT~1\MOHlight.exe" -g
medir H:\PROGRA~1\EAGAME~1\MOHAA H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\Larrys
house.map
======== MOHlight Version 1.48 ========
Unrecognized parameter: H:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\Larrys
==============================================
MOH Light help than you can shake a CPU at...
==============================================
-light : Get taunted in a sarcastic manner
-help : Get this wonderfull help screen
-gamedir <dir> : The directory where the game EXE is (for finding game files)
-moddir <dir> : The directory of the mod whose data should be used
-threads <num> : Sets the number of CPU threads to use. If not specified, all
CPUs in the computer are used.
-v : Enables verbose message output (you get more info)
-verbose : Same as -v
-area <num> : Sets the scale of surface lights. Default is 1.0
-point <num> : Sets the scale of point lights. Default is 1.0
-ambient <RGB> : Sets the RGB ambient light on a 0 - 255 scale
-notrace : Don't do any occlusion testing at all (no shadows)
-nosurfshadows : Brush surfaces don't cast shadows
-nocurveshadows : Curved surfaces don't cast shadows
-nopatchshadows : Terrain patches don't cast shadows
-nocurvelight : Don't light curved surfaces
-nopatchlight : Don't light terrain patches
-nodiffusesun : Don't do the diffuse sunlight calculations
-nogrid : Don't calculate the entity lighting grid
-radgrid : Calcule Radiosity into the Light Grid
-vertex : Enable vertex lighting of the map
-randomdir <num> : Sets the amount of random lighting direction. Default is 0
-bounce <num> : Sets the number of radiosity bounces to do. Default is 8
-chop : Sets the amount to chop up radiosity patches.
Default value is 64
-minchop : Sets the smallest size to chop a radiosity patch to.
Default value is 64
-smoothangle<num>: Sets the maximum angle to smooth across. Default is 45
-extra : Does high detail light sampling.
NOTE: Currently only increases sunlighting quality
-extragrid : Does a full detail calculation of the entity lighting grid
-final : Sets all lighting options to full detail except -chop
-fast : Loses some lighting quality for a faster compile
-border : Add debugging borders to the lightmaps
-raddebug <num> : Different debug options when in range 1-4
-radscale <num> : Radiosity scale factor. Default is 0.95, 0 is no radiosity.
-attenuate <num> : Sets atmospheric attenuation over distance in percent.
Attenuation A means radiosity reduces by A% every 16 units,
in addition to the 1 / distance squared falloff.
Default is 4.
-onlygrid : Only calculates the lighting grid
-staticshadows : Make Static Models cast shadows
-client : Start a Client
-server : Start a Server
-IP : IP Address of the Server
(Pres the 'ANY' key to exit)
a new problem...compileing
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