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need help compiling a .map

Posted: Fri Aug 14, 2009 7:36 am
by stinkee2
ok I have this map I made from a 3ds model of the halo bloodgulch level, with textures

and I have been trying for weeks now and my time is up (Im making a bsp for a PSP game programmer [C++])
I either need a person to do it for me (I feel terrible saying that)
or
A program that directly compiles a .map to a .bsp
Ive tried everything gtkradient,q3radient,map3bspc,etc...

every time I try to compile I get error after error after error...
the strangest being BG.bsp, file not found (thats the first error when I get it)

how and why would it try to open a file that has clearly not been created yet???

this is urgent, I need this as a bsp. Bsp enables my friend to optomise the model in code somehow.

link to .map, .3ds and textures

http://www.filefront.com/14281067/bg.rar

Re: need help compiling a .map

Posted: Fri Aug 14, 2009 9:23 am
by dichtfux
Wow, that gives quite a few warnings, but it seems to compile. Takes long though, my box is stuck at FaceBSP atm.

What exactly goes wrong when you compile it? Does the compiler crash or abort or is the file that it produces not valid? What are the last error messages you get?

Re: need help compiling a .map

Posted: Fri Aug 14, 2009 2:48 pm
by obsidian
It doesn't compile properly. There are a number of things wrong with your map and I'm a little baffled as to why you did things the way you did.

It took me 403 seconds to compile the BSP and it's full of errors. Primarily, it's leaked. In the map, you have neither a hull nor an info_player_deathmatch. Without both of these, the compiler can't tell the difference between an inside surface from an outside surface and that's the primary reason it won't compile.

Opening your map, you have a massive bunch of brushes all func_grouped together and they are all tilted along the wrong axis from your model. It's like your whole map is on it's side. I'm not sure why you have all these brushes in your map. Are you trying to convert your .3ds file to a .map using some other program? Wouldn't it be easier to just import the model directly into Radiant as a misc_model? Then all you have to do is set autoclipping, create a hull, add a spawnpoint and maybe a few lights.

Anyway, looking at what you are doing, I'm scratching my head. It sounds like you're missing a fair amount of information about making a functional map. You might want to explain exactly what you are trying to do and the steps that you have done so far to accomplish this. Then we might be able to tell you what you're doing wrong and how to fix this.

Re: need help compiling a .map

Posted: Fri Aug 14, 2009 7:48 pm
by stinkee2
first of all, thanks for your responses :).
all I did was import the 3ds into milkshape 3d and exported it to "Q3Radient MAP..." and thats all... is that bad?

I didn't think there was a way to import 3ds and compile to .bsp,
What program does that?
you have neither a hull nor an info_player_deathmatch.
Thats probably because I have no Idea what yhey are??? lol

Re: need help compiling a .map

Posted: Fri Aug 14, 2009 9:11 pm
by obsidian
If you don't mind me asking, just how much experience do you have working with the tools and game development in general? I ask because it seems as if there's a whole lot more that you need to know than what we can answer and I don't really know where to start. It's like trying to show someone how to disassemble a car and put it back together in an hour. If you don't know the difference between a carburetor and a gearbox, we'll have to teach you that before we unscrew the first bolt.

Don't get me wrong, if you're learning this stuff, then I think it's great. But we need to know from where to start pointing you in the right direction. This isn't the type of stuff you learn in one day.


Anyway, whatever Milkshape did, I don't think it did properly or at least not in a completely compatible format.

The basic tools you will need is the GtkRadiant map editor (1.4.0 or 1.5.0) and the included Q3Map2 map compiler.

As I mentioned above, you'll need to figure out how to place the model into your map as a misc_model, it'll take .3ds, but most people have better working knowledge of .ase. But just your model itself isn't enough for it to work. As mentioned above, you'll need the model to be contained within the "hull". You need to place an info_player_deathmatch, which acts as a spawnpoint for the player, it also instructs the compiler about where to start with the BSP process. You will probably need at least one light.

Compile with Q3Map2. The Build/BSP menu at the top of GtkRadiant has some very basic presets that will at least get you going.

You'll need to do a lot of reading for each of those steps, press F1 in GtkRadiant and start reading up on the manual.

Re: need help compiling a .map

Posted: Sat Aug 15, 2009 1:37 am
by stinkee2
I have absolutely no knowledge or experience when it comes to anything quake,
All I need is a bsp that is able to be loaded by the lte game engine for the psp (http://www.ltestudios.com/).
If by game develpment you mean C++ then Im coming along very quickly, but here I dont think this is the case.

so is this a matter of redoing the 3ds model and resizing the textures, or simply re-making the map file?

I mean, he said that it does not have to be in .bsp format, But he said he would make sweet love to me if I did, so im guessing that its pretty significant that it be a .bsp

If Im bothering you guys at all with this just say so, Ill just tell him I couldnt do it. (Im not being sarcastic about that, I really mean it)

Re: need help compiling a .map

Posted: Sat Aug 15, 2009 4:41 am
by obsidian
Well, assuming the textures are properly assigned to the .3ds model, it should be fine. It's just a matter of setting up the map properly to compile. You may have some difficulties getting GtkRadiant set up properly for your custom game, its presets are designed for Quake 3 engine based games and may not adapt entirely well to whatever you are trying to do. That would be something beyond what I can help you with since I am unfamiliar with your game engine... just a grain of salt.

misc_models:
In GtkRadiant, right-click on the grid and you'll find a menu pops up. Select misc_model, select .3ds instead of the default .md3 and browse for your .3ds file. This should drop the model into GtkRadiant. Imported models are non-clipping, meaning players and items by default will just fall through them as if they are invisible. So you also need to set the model as a hard surface. With the model selected (shift-click) and hit "n". This brings up the entities menu. In the key field, enter "spawnflags" and in the value field, hit "2", press enter and you should see the values you entered pop up in the list. Close the entities menu.

Hull:
Your map needs to be sealed within some sort of container, which are the actual boundaries of your map. With nothing selected (press esc) drag with the mouse to create a square brush solid. Press ctrl+tab cycles between axes. Resize the brush by dragging next to the brushes edge. You need to create 4 walls, a floor and a roof around your model. Make sure there are no "leaks", parts where the inside of this "room" you created has a hole open to the outside of this room. Remember, drag creates a brush. Shift-click selects. Esc deselects. To navigate the camera, right-click in the camera window and move your mouse with the arrow keys as you would with any FPS game.

To add a texture to the brushes have them selected and then hit "t". This brings up the textures menu, select a texture by clicking on it's preview window. Seeing as how you're not mapping for Quake 3 or similar games, I'm not sure if any of these textures will show up for you, you may need to tweak around a bit with the editor or do some reading on that. I don't know if your game engine handles stuff differently with this regard.

info_player_deathmatch:
You need at least one in your map. Right-click, select it in the menu, move it where ever you want to position it.

lights:
You should probably have at least one. Right-click menu again, select an intensity value (for a large outdoor area, 500-1000 perhaps), move it around.

Compile:
Compiling with Q3Map2 is really a huge topic on its own (along with everything else above) but for starters, you can use some of the really basic presets in the build menu at the top. You probably want something like BSP -meta -vis -light -fast -filter.

Hopefully that works for you. If not, check the Q3Map2 log files and see if you can spot errors and post them.