bspc.exe

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

bspc.exe

Postby Genegineer » Mon Jan 08, 2007 5:32 am

I have a couple of test maps made up, just to see how gtk and bspc works. I got some maps to compile in GTK, but when I try to use bspc, I can't get it to work at all. It always says that the map has no entities in it, and therefore leaks. Has anyone got it to work? If so, is there any particular thing you have to do to get it working? I already looked at the help files that come with GTK, but its not helping me.
Genegineer
Advanced member
 
Posts: 50
Joined: Fri Nov 17, 2006 8:01 pm
Location: East Coast, USA

Postby divVerent » Mon Jan 08, 2007 7:01 am

No idea if that helps you, but we compile our maps with q3map2, not with bspc. If you were trying to create bot data using bspc, Nexuiz works different in that respect - Nexuiz uses manually created mapname.waypoints files for its bots.

Also, remember to put an info_player_start or info_player_deathmatch entity inside the bounds of your map.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Genegineer » Mon Jan 08, 2007 2:19 pm

I havent tried q3map2, but Ive seen a lot of stuff around for it. Ill look into it. As for map details, the maps do have player starts and deathmatch entity starts. It may be a problem with bspc, or with bspc working on nex maps (entities). Anyhow, thanks for the response.
Genegineer
Advanced member
 
Posts: 50
Joined: Fri Nov 17, 2006 8:01 pm
Location: East Coast, USA

Postby divVerent » Mon Jan 08, 2007 10:23 pm

From what I found, bspc is only used for generating the bot waypoints for Quake 3 Arena, while Q3A maps are compiled with q3map2 or q3map. The same goes for Nexuiz, but it doesn't use AAS bot files, so bspc isn't needed for Nexuiz.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Genegineer » Tue Jan 09, 2007 12:47 am

Well, I should have been more precise in what I was saying, sorry. :( I was able to compile the level in GTK and test it in-game. However, I couldnt get bot support going.
Genegineer
Advanced member
 
Posts: 50
Joined: Fri Nov 17, 2006 8:01 pm
Location: East Coast, USA

Postby esteel » Tue Jan 09, 2007 2:05 am

Yeah thats because Nexuiz does use an other way to get bots working.
I have not yet done it myself but it seem you will have to load your map into Nexuiz, enable the way point editor mode (g_waypointeditor 1) and then you can add way points with g_waypointeditor_spawn and i think later you need to do g_waypointeditor_relinkall and g_waypointeditor_saveall to save finally save them .. Do not worry about the long names, you can use tab to complete those long names.
As bots were changed again and again for Nexuiz (think the current ones are the 4th different type :) ) the current way point system is not described anywhere. Or did i miss anything?
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am


Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron