How to compile a map.

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

How to compile a map.

Postby Ben878 » Mon May 18, 2009 1:11 am

Hello, I have made maps for various games including Quake 1. I have just discovered this amazing FPS and wanted to make a map. My only problem is that even making a "box" map produces leak errors. I am assuming this is because I do not have some required files or GTK radiant isnt compiling properly because the map is just a box room to test.

Now I have looked about, read up on things such as q3map2 etc and it is all getting a little confusing. Could someone please give me basic direct instructions on how to compile my map. Eg. What to download, where files need to be, the command line to enter and those sort of things.

Thankyou. Regards, Ben.
Ben878
Member
 
Posts: 12
Joined: Mon May 18, 2009 1:08 am

Postby Dokujisan » Mon May 18, 2009 1:16 am

are you using gtkradiant or netradiant?

I remember gtkradiant had bugs in it. When I played around with it, brushes would disappear or duplicate themselves at random.
Dokujisan
Forum addon
 
Posts: 1199
Joined: Sat Oct 07, 2006 4:31 pm
Location: Louisville, Kentucky

Postby Ben878 » Mon May 18, 2009 1:29 am

Dokujisan wrote:are you using gtkradiant or netradiant?

I remember gtkradiant had bugs in it. When I played around with it, brushes would disappear or duplicate themselves at random.


GTKRadiant.

I don't think it's the editor. I've never had brushes disappearing or duplicating themselves. I don't have the original quake 3 (If that matters) I'm just looking for a way to compile the map into a BSP usable in Nexuiz. Is there a compile tool thats straightforward to use?

Thanks.
Ben878
Member
 
Posts: 12
Joined: Mon May 18, 2009 1:08 am

Postby C.Brutail » Mon May 18, 2009 1:30 am

Hi man!

Mapping for Nexuiz and compiling a map is rather easy: there's netradiant, you can download and install: http://dev.alientrap.org/wiki/netradiant

You don't need to use command line to compile a map, netradiant will do that for you (there's a dropdon "build" menu.

Now for the leakage:

What is a leak?

A quake3 map is a hollow space made up from a number of convex volumes (Leaf Nodes) contained within a solid outer hull. The Leaf Nodes "outside" the map are discarded (pruned =) after the BSP Tree is created.
There is a "leak" if you cannot separate the Entities on the inside from the "void" outside the radiant grid. If there is a leak q3map generates a detailed error message (seen if you use q3map -v) and records the path of the leak to the Pointfile "mapname.lin". Usually a leak will be displayed in Radiant as a path from the origin of an entity to a Leaf Node touching the area outside the radiant grid without passing through a solid brush.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby Ben878 » Mon May 18, 2009 1:49 am

C.Brutail wrote:Hi man!

Mapping for Nexuiz and compiling a map is rather easy: there's netradiant, you can download and install: http://dev.alientrap.org/wiki/netradiant

You don't need to use command line to compile a map, netradiant will do that for you (there's a dropdon "build" menu.

Now for the leakage:

What is a leak?

A quake3 map is a hollow space made up from a number of convex volumes (Leaf Nodes) contained within a solid outer hull. The Leaf Nodes "outside" the map are discarded (pruned =) after the BSP Tree is created.
There is a "leak" if you cannot separate the Entities on the inside from the "void" outside the radiant grid. If there is a leak q3map generates a detailed error message (seen if you use q3map -v) and records the path of the leak to the Pointfile "mapname.lin". Usually a leak will be displayed in Radiant as a path from the origin of an entity to a Leaf Node touching the area outside the radiant grid without passing through a solid brush.


Thanks, I managed to get it working on a box map. However in my other map it still leaks. I am sure there are no gaps and entities cannot access the void. I have tried compiling and I am presented with the line that links the entity to the void, However this line just goes straight through the brush as if it wasnt there.
Ben878
Member
 
Posts: 12
Joined: Mon May 18, 2009 1:08 am

Postby C.Brutail » Mon May 18, 2009 1:59 am

That could mean, you somehow made the brush "detail" or an entity. CTR+d hides detail brushes. If that wall disappears, that's the problem ;)
Alt+1 removes brushes and pathces (filters "world"). If the brush remains, that's an entity: that's the problem :)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby Ben878 » Mon May 18, 2009 2:00 am

Nevermind Deleted a strange brush that intersected some stuff and fixed it.

(Sorry for double post I just felt it was better to notify this is solved to those who had read)

I'll be on my merry little way then :P I'll most likely return for help again though.

Thanks for everything. ^_^
Ben878
Member
 
Posts: 12
Joined: Mon May 18, 2009 1:08 am

Postby C.Brutail » Mon May 18, 2009 2:06 am

If you're from the good old quake1 days, you should know IRC :)
Join us at #nexuiz.editing @ irc.quakenet.org, and we'll help whenever we can.
I'm off to sleep now btw ;)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge


Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron