re-compiling stock de-compiled maps - help needed
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re-compiling stock de-compiled maps - help needed
The goal is to add/change features in a stock mohaa map (.bsp). I downloaded a program called mohbsptomohmap.exe and used the default setting to de-compile the file. I added the features I wanted (including custom textures) and had compile prob's. Just to be sure the prob wasn't with my textures, I tried simply re-compiling the de-compiled file with no changes and sure enough - the same error message which is as follows:
***********ERROR***********
MatchToken< "{" > falied at line 997 in file scripts/central_europe.shader
I used MBuilder for the compiling. I ran the 3 bsp programs in Radiant which put the 0, 1 and 2 files in a subfolder of main/maps/dm called snapshots. Any ideas?
On a side note, anyone ever hear of problems with Radiant or MBuilder if you used the stock installation default locations due to spaces in the file names (e.g. Program Files or EA Games)?
***********ERROR***********
MatchToken< "{" > falied at line 997 in file scripts/central_europe.shader
I used MBuilder for the compiling. I ran the 3 bsp programs in Radiant which put the 0, 1 and 2 files in a subfolder of main/maps/dm called snapshots. Any ideas?
On a side note, anyone ever hear of problems with Radiant or MBuilder if you used the stock installation default locations due to spaces in the file names (e.g. Program Files or EA Games)?
stock maps
You can get all the orginal stock .map files ( for mohaa) here.
http://files.filefront.com/Medal_of_Hon ... einfo.html
http://files.filefront.com/Medal_of_Hon ... einfo.html
Got 'em...thanks. Still no go. I loaded the target stock map file, re-named it and clicked on the 3 bsp menu selections (e.g. bsp BSP). It went through the dos flash and I heard 2 ring tones per execution. That created the snapshots subfolder under maps/dm including the 0,1,2 and 3 files. I then opned MBuilder and got the exact same error message. I did notice, interestingly enough though, that there was much more detail than the lame conversion ever had and with far fewer brushes. Am I doing something wrong in the compilation routine?
Mbuilder
Snapshots are just backup files and are not what you compile. When you are done adding stuff to your .map file, just go to File > Save As... and give it a new name. Use Mbuilder to compile your new .map file into a the .bsp file that the game needs. Don't forget to make a copy of the original map script and rename it to your new map name.
Yes. Do not use both ways to compile. Do not use radiant's compile at all.grizzly wrote:...clicked on the 3 bsp menu selections (e.g. bsp BSP). ...I then opned MBuilder...
Also, I must say, that NO decompile tool will work in a way that the result could be recompiled again. All you get is a huge bunch of brushes (e.g. one brush for each face of a former brush). You rather have to rebuild the map manually, if u can't get the .map source file.
Re: re-compiling stock de-compiled maps - help needed
How did you end up with a shader error though did you change any of the stock shaders ?grizzly wrote:
***********ERROR***********
MatchToken< "{" > falied at line 997 in file scripts/central_europe.shader
I changed absolutely nothing. Per the link above from Tom I downloaded the original mohaa maps as .map files. I opened Southern France in Radiant in the original .map format, re-named the file and then compiled. Per the above it looks as though I was trying to use Radiant compile and then MBuilder. I will now try just using MBuilder. I want to know that the original files will compile correctly and then I will apply my changes and if there is then a probloem I can be sure it's me and not the original map file.
I doubt I am done with this thread so thanks everyone for weighing in on this.
I doubt I am done with this thread so thanks everyone for weighing in on this.
Tom: I have been doing what you said with the exception of the fact that I was executing first the Radiant bsp protocol and then running MBuilder as well. Per the above, I tried skipping the Radiant bsp execution. I loaded one of the stock map files, re-named it, opened MBuilder, selected build map using the step through process and the very first piece, which is to yield the bsp file, failed with the exact same error message that started this thread.
The following is a copy of what was the first few lines of the file Builder.bat that ended up in my mohaa/main/maps/dm folder:
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\origfrance.map
pause
I must have something wrong somewhere. It would be hard to believe that the original stsock map file would not be compilable?
The following is a copy of what was the first few lines of the file Builder.bat that ended up in my mohaa/main/maps/dm folder:
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\dm\origfrance.map
pause
I must have something wrong somewhere. It would be hard to believe that the original stsock map file would not be compilable?
compiler
The compiler has three steps. First it creates a temporary bsp (bsp), then it add to it by calulating to visible areas (vis), then it adds the lightmap (light). After all that, it writes the final bsp file. Here is what my batch file in Mbuilder looks like for that map.
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.map
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -fast -gamedir C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.map
"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.map
pause
Copy "C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.bsp" \main\maps
Can you spot the three steps? The first two are done with "Q3map.exe" and the last with "MOHlight.exe". I don't use the dm folder to store my .map files. I have a folder named "tltrude" in the maps folder for that -- keeps all the garbage files away from the dm folder.
I also have MBuilder copy the finished bsp to the maps folder, and I have to move it to maps/dm by hand.
As Wacko said, you should move all custom Pk3 files to a temp folder, while you are mapping and compiling, because they have custom textures (and .shader files) that will show up in the editor.
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.map
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -fast -gamedir C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.map
"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -gamedir C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.map
pause
Copy "C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\origfrance.bsp" \main\maps
Can you spot the three steps? The first two are done with "Q3map.exe" and the last with "MOHlight.exe". I don't use the dm folder to store my .map files. I have a folder named "tltrude" in the maps folder for that -- keeps all the garbage files away from the dm folder.
I also have MBuilder copy the finished bsp to the maps folder, and I have to move it to maps/dm by hand.
As Wacko said, you should move all custom Pk3 files to a temp folder, while you are mapping and compiling, because they have custom textures (and .shader files) that will show up in the editor.
You guys are terrific. I'm not sure what did it. I did not have the -v and -vis portions of the command lines in my MBuilder so I added those and then I removed all the (and there were a lot) custom pk3 files from mohaa/main. The compile of the original map went perfectly as did my modification.
Still, I'll probably be back. What a great forum!!!
Still, I'll probably be back. What a great forum!!!

