Q3Map2 ends compile mysteriously
Posted: Tue Feb 06, 2007 5:02 am
I've got a problem compiling a q3 map I've started over night. I installed the new GtkRadiant 1.5.0 RC1 and maybe that's the problem. When I want to compile my map with q3map2 (ver 2.5.16 which came with gtk) it just exists before compiling even starts, whether I use the build menu in radiant or start q3map2 by hand from the command line.
So it just opens the .map file, reads the textures, starting output with FaceBSP and *boom* back to command line.
Got a Leak first (missed a brush behind a curve) but after I fixed it this strange error occurs. Hours before I've got no problems with compiling a way less enhanced version of the map.
Anyone got an idea?
Here the q3map2 output for bsp:
That's it!
Oh and I even tried to seal the map with a huge caulk hull but no effect.
So it just opens the .map file, reads the textures, starting output with FaceBSP and *boom* back to command line.
Got a Leak first (missed a brush behind a curve) but after I fixed it this strange error occurs. Hours before I've got no problems with compiling a way less enhanced version of the map.
Anyone got an idea?
Here the q3map2 output for bsp:
Code: Select all
2.5.16
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant - v1.5.0 Jan 18 2007 21:34:42
Voter turnout
--- InitPaths ---
VFS Init: ../../baseq3/
--- BSP ---
entering scripts/shaderlist.txt
entering scripts/base_button.shader
entering scripts/base_door.shader
entering scripts/base_floor.shader
entering scripts/base_light.shader
entering scripts/base_object.shader
entering scripts/base_support.shader
entering scripts/base_trim.shader
entering scripts/base_wall.shader
entering scripts/common.shader
entering scripts/ctf.shader
entering scripts/gothic_block.shader
entering scripts/gothic_button.shader
entering scripts/gothic_door.shader
entering scripts/gothic_floor.shader
entering scripts/gothic_light.shader
entering scripts/gothic_trim.shader
entering scripts/gothic_wall.shader
entering scripts/liquids.shader
entering scripts/organics.shader
entering scripts/sfx.shader
entering scripts/skin.shader
entering scripts/skies.shader
entering scripts/common_alphascale.shader
599 shaderInfo
--- LoadMapFile ---
Loading D:/Games/Q3 Clean/baseq3/maps/mz3tourney1_04.map
entering D:/Games/Q3 Clean/baseq3/maps/mz3tourney1_04.map
258 total world brushes
56 detail brushes
59 patches
227 boxbevels
22 edgebevels
23 entities
618 planes
0 areaportals
Size: -1288, -1384, -264 to 328, 328, 392
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -1288.000000 -1384.000000 -264.000000 } { 328.000000 328.003113 39
2.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99
999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
59 patches
19 patch LOD groups
--- FaceBSP ---
1203 faces
D:\Games\Q3 Clean\baseq3\maps>

Oh and I even tried to seal the map with a huge caulk hull but no effect.