.map to .bsp

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Abraxida
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.map to .bsp

Post by Abraxida »

A big step for me, to make a topic here. If I got some problems with things I usually search the internet and solve it myself. This time, i didn't make it :( :P

I know how to make maps in MOHRadiant, and I am half way in editting another map to make it a training map for our clan. So I want to test it first so I can use that information in editting that map further.

I did already have MBuilder, so I tried to make a .bsp

But I never saw a .bsp.

Of course I searched the internet, did everything I could. But to make a long story short:

I tried this:
- Saving the BSP_light and BSP_Vis with MOHRadiant. (off course al possible maps because first time it diddn't work :lol: )
- Use the Lauch MOHAA:AA after compiling.
- A have MOHAA installed in the normal map where it automaticaly is installed.

But if I use MBuilder with automatic lauch than when I enter MOHAA:AA console flashes up and says it cannot find the map. And I wonder because I cannot find a bsp-file, nowhere on my computer. And that is what I want, because if I want to make a .pk3 I need it off course!

The only thing I get is 3 or 4 differend files with the name I gave that beta map. With .BAK and some other files. But no .bsp

So my question, is MBuilder not the right program to make .bsp? Or am I doing something wrong? Is there another program needed to make 1 bsp-file of that 3/4 differend files I get after compiling? Or maybe there is another program that works better?

I really hope some of you know what I need to do.

BTW, it's not needed to tell me that the MBuilder directories need to be right, because that I read already (everywere) at I-net. I really hope you can give me some usefull information :D
Abraxida
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Post by Abraxida »

I see already :shock: I see the topic about converting maps :D

And a friend is here, so we will make it #ok

But thanx :p
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tltrude
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error

Post by tltrude »

There was an error in your map that caused the compile to fail. The extra files it did make are only used by the compiler and not in the game. If there is a .lin file, it means your map is leaking into the void. If you click on file/pointfile in the editor, a red line will show the leak, but that will not cause the compile to fail. Only the .bsp will be used for your final pk3. To find the error, you can make logs of the compile steps.

For MBuilder:

You can make seperate logs for all steps, or just the one you need. In Mbuilder, click on "change" and put the additional code lines after your compile options. The space and ">" symbol are important. The text file can have any name you wish.

-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt

-v > C:\Documents and Settings\tltrude\Desktop\log_vis.txt

-final > C:\Documents and Settings\tltrude\Desktop\log_light.txt

As you can see, I have the logs going to my desktop, so the logs can be trashed easily -- after looking them over. But, you can have the logs go to any folder you like. Also, when using these logs, the details of the compilers will not be seen in the DOS window during the compile.
Tom Trude,

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Abraxida
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Post by Abraxida »

Thanx a lot! This stands in the .txt file, maybe you know what I need to do?

************ ERROR ************
MAX_SURFACE_INFO
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hogleg
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Post by hogleg »

You need to remove all custom pk3's from your main folder.

Here's a list of compiling problems:
/forum/viewtopic.php?t=2406
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Abraxida
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Post by Abraxida »

There is too much shader data in the scripts folder.

What does that mean? What is shader?
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Abraxida
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Post by Abraxida »

Is there no other way to solve than removing al my pk3-files??
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neillomax
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Post by neillomax »

Whats so hard about moving them to a folder while you are mapping ? You can put them back when done.

You may also get lucky by only removing some of them... hit or miss...

REMOVE THEM ALL, save yourself time. Even a dot scope mod could screw you up one way or another.
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hogleg
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Post by hogleg »

Just remove non-stock Pk3's from the main folder.
The ones you put in there. The engine has enough work to do without extra shader files is what its telling you.

a shader file is just a file for like texture properties
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Abraxida
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Post by Abraxida »

neillomax wrote:Whats so hard about moving them to a folder while you are mapping ? You can put them back when done.

You may also get lucky by only removing some of them... hit or miss...

REMOVE THEM ALL, save yourself time. Even a dot scope mod could screw you up one way or another.
I always want to know why something is needed for another thing, so maybe I understand what I am doing. If I only got answeres with things I need to do, I am not learning why am I doing this? What is te thought behind it?

That is why I am asking this :D
hogleg wrote:Just remove non-stock Pk3's from the main folder.
The ones you put in there. The engine has enough work to do without extra shader files is what its telling you.

a shader file is just a file for like texture properties
So thanks for the little more information why I am doing this :D:D
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If you win search someone you lose from, so you keep trying.

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