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Q3 map loading problem
Posted: Mon Jul 10, 2006 12:00 pm
by tubos
As a newbie created a map with gtkradiant.
Then i need to test launch the map in Q3 by entering:
/devmap test1 <enter>
Quake 3 says it "cannot find the test1.bsp"
but my map is called test1.map
what am i doing wrong?
TIA
Posted: Mon Jul 10, 2006 12:03 pm
by Fjoggs
/sv_pure 0
Posted: Mon Jul 10, 2006 12:04 pm
by H.Reaper
in gtk, select in the bsp menu, one of the Q3map2 (test) line.
one time it is compiled, do what Fjoggs told.
Posted: Mon Jul 10, 2006 2:17 pm
by tubos
Thx ; it finally works.
How do i make my .map into a pk3 file?
i dont use extra textures, sound or whatever.
just the plain .map file.
tia
Posted: Mon Jul 10, 2006 2:23 pm
by StormShadow
put in in a folder called 'maps'
zip the entire folder, and rename the extension .pk3
Posted: Mon Jul 10, 2006 2:35 pm
by obsidian
Also include an arena file and a levelshot of your map.
Posted: Mon Jul 10, 2006 2:46 pm
by H.Reaper
tubos wrote:Thx ; it finally works.
How do i make my .map into a pk3 file?
i dont use extra textures, sound or whatever.
just the plain .map file.
tia
You must be aware that it's not the .map that is used by Q3 engine. .map is only used by GTKRadiant to build the map, then when you compile the .map i creates a .bsp which is used by the Q3 engine.
This is the .map that you got to put in ur .pk3
Posted: Tue Jul 11, 2006 11:05 am
by tubos
Thx for now , some more nubie questions

if i may :
- where do i get the .aas file of can i copy from another pk3 ?
- with the light entity what are the values for dark and max light?
- How can i make a one walkthrough hidden secret wall?
TIA
Posted: Tue Jul 11, 2006 11:19 am
by H.Reaper
You must create the .aas, but, i don't remember if Q3map2 can do that or if you still need the .aas ^^
wait for someone who is currently working on the Q3engine to know.
There is no values ofr dark and max light, you'll have to try yourself, it depends on the area the light is placed, on how many lights, on the textures..;
precise your last question.
Posted: Tue Jul 11, 2006 11:46 am
by tubos
Hope this explains last question better:
I'd like to make a secret area , that you can enter by
walking through a secret wall wich looks normal.
Once inside the secret area you should be able to look
through the same wall to the area you just came from.
Posted: Tue Jul 11, 2006 11:48 am
by Foo
You can do that with a patch mesh.
See the tutorials on how to make curves. Once you learn that, just make a non-curved patch mesh with a 'trans' texture. it will only be visible from one side, and the trans texture will enable players to walk through it.
Posted: Tue Jul 11, 2006 4:11 pm
by obsidian
You should really read through the sticky threads and tutorials. The very basics are all mentioned there.
Although outdated, the GtkRadiant manual will offer a lot of other insights and general information as well.
Posted: Wed Jul 12, 2006 1:36 am
by foralarx2k3
welcome tubos,
try these two rather splendid online tutorials. They have got me started:-
Bubba's mapping tutorials
Donkey's Tutorials
Hope they help.
Regards
Fora.
Posted: Wed Jul 12, 2006 8:46 pm
by tubos
:icon17:
Thx a lot
I know its an old game but i still enjoy it a lot