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Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CrinklyArse
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Joined: Sat Feb 19, 2005 12:57 am

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Post by CrinklyArse »

Image

another sillly question from me here:

just trying Q3Map2toolz and im not sure what to put in some of the preference box that comes up at the start. What do i put in the 'Path to q3map.exe' and also in the 'Path to bspc.exe'?

im sure this is a very simple question so thnx in advance for bothering ;)
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Pext
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Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

q3map is the compiler: map, vis, light i think (basicly it is map -> bsp)
bspc is some other compiler: bsp -> aas; bsp -> map and some other things.

they are found in the radiant install directory and in the radiant subdirectory (located in your quake3 dir.) if i remember correctly.
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

Pext wrote:q3map is the compiler: map, vis, light i think (basicly it is map -> bsp)
bspc is some other compiler: bsp -> aas; bsp -> map and some other things.

they are found in the radiant install directory and in the radiant subdirectory (located in your quake3 dir.) if i remember correctly.
erm.. what? what do i find the thing in simple terms? You said radiant install directory, do you mean like C:Program files/GTK Radiant or somethin and whats the subdirectory? Sorry for being annoying and thnx for your help :)
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Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

\quake3\radiant
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

examples for the paths would be:
c:\quake3arena\radiant - and -
c:\gtkradiant1.4
... i think


hm... i'm not so fond with the technical aspects but this is how i think it works:

q3map - or q3map2 which is included with the recent gtkr versions - takes the information out of your .map file, that is generated by radiant. it performs a process where all the brushes are compiled into a polygon set of a certain form (it's a tree i think) - this is the bsp stage.
then it will check what areas are visible from each area and reform the bsp accordingly to improve the performance drasticaly. otherwise every single tris (3-point polygon) would be calculated at every time.
finally the lightmap is generated out of the existing lightsources: light entities and light emmitting textutes. the lightmap is like a second texture, lighting up the underlying textures.

bspc does things to your .bsp file:
- it generates .aas files that allow bots to 'know' the map
- it decompiles .bsp files so that you can rework them (a thing you shouldn't do without asking the author first though)
- and it does some other stuff i think... maybe.
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

both should be in the Radiant sub-folder in your quake3 folder.

Hr.O
ps. Damn i still miss my thread :tear:

erm it's still alive: http://www.quake3world.com/ubb/Forum6/HTML/022697.html?
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