Compiling error

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007
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Joined: Mon Dec 05, 2005 5:22 am

Compiling error

Post by 007 »

I have a compiling error perhaps some of you genuises can work it out because i sure can't!


C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\Hugh\MYDOCU~1\MOHAAT~1\Q3ma
p.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps
\dm\Snow building.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


C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\Hugh\MYDOCU~1\MOHAAT~1\Q3ma
p.exe" -vis -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main
\maps\dm\Snow building.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]


C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>"C:\DOCUME~1\Hugh\MYDOCU~1\MOHAAT~1\MOHl
ight.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\m
aps\dm\Snow building.map
======== MOHlight Version 1.48 ========

Unrecognized parameter: C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\Snow

==============================================
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)

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm>pause
Press any key to continue . . .

Thanks in advance
007
The man who runs lives to fight another day.
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Sgt KIA
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Posts: 67
Joined: Fri Sep 19, 2003 7:32 am
Location: Finland
Contact:

Post by Sgt KIA »

Take the space out from the map file name so it looks like:

your_map_name.map
Image
Battle for Muna Hill -map
AA version
SH/BT version
007
Private
Posts: 2
Joined: Mon Dec 05, 2005 5:22 am

Post by 007 »

Thanks it worked!
The man who runs lives to fight another day.
User avatar
Sgt KIA
Sergeant
Posts: 67
Joined: Fri Sep 19, 2003 7:32 am
Location: Finland
Contact:

Post by Sgt KIA »

:D
Youre welcome.
Image
Battle for Muna Hill -map
AA version
SH/BT version
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