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Level Editors not opening Q3 after build
Posted: Sun Sep 18, 2011 2:29 am
by OCNZBloodDonor
Ive tried GtkRadiant 1.4, 1.5, and even ZeroRadiant, as well as Q3Map2toolz, and none of these open up quake3 when theyre finished building the map i followed from a guide... no error messages, just no Quake 3 running
OS: Windows 7 Pro SP 1 64bit (UAC is off)
Re: Level Editors not opening Q3 after build
Posted: Sun Sep 18, 2011 2:49 am
by deqer
In GTKRadiant 1.4, all I saw was Edit > Preferences > Other > BSP Monitoring > Run engine after compile (checkbox). Which is unchecked by default. I personally did not even bother trying this out because I need to pass parameters to the engine when it's run.
So, I just do it manually by double clicking a shortcut I created from the quake3.exe executable. Edit the shortcut's properties and change the target to something like:
X:\games\Quake3\quake3.exe +set sv_pure 0 +set fs_game entityplus +set g_gametype 8 +devmap krep01
That target path is--of course--specific to my setup only. Your quake3 game is probably installed at c:\program files\quake iii arena\
Re: Level Editors not opening Q3 after build
Posted: Sun Sep 18, 2011 3:56 am
by OCNZBloodDonor
many thanks deqer... i can now at least see how terrible my mapping skills are

Re: Level Editors not opening Q3 after build
Posted: Sun Sep 18, 2011 2:10 pm
by dghost77
Check your log console in GtkRadiant, at the end of compiling, when the engine is started you should see a line that says something like this :
Running engine...
C:\Games\Quake3\quake3.exe +set sv_pure 0 +set fs_game missionpack +devmap yourmap
If not, you have a problem with your GtkR installation.
This should at least help you figure out what is going on. Also, make sure that you disable any internet security suite software for your Q3 installation, it may prevent Quake 3 from starting after compiling.
Re: Level Editors not opening Q3 after build
Posted: Mon Sep 19, 2011 7:50 am
by OCNZBloodDonor
last thing i see in my test map is:
Code: Select all
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
32270 luxels used
65536 luxels stored (49.24 percent efficiency)
0 solid surface lightmaps
62 identical surface lightmaps, using 1977 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
4 BSP lightmaps
4 total lightmaps
8 unique lightmap/shader combinations
Writing D:/Win7Games/Quake III Arena/baseq3/maps/space.bsp
Wrote 0.5 MB (504424 bytes)
1 seconds elapsed
Disconnecting
Connection closed.
Re: Level Editors not opening Q3 after build
Posted: Mon Sep 19, 2011 3:37 pm
by dghost77
So I guess that's where your quake3.exe is located here

D:/Win7Games/Quake III Arena/quake3.exe ? This is the exact location that your GtkR is looking for the .exe
Like Deqer already said, in GtkR, in your preference windows you have, of course, checked the box that say run engine after compilation? From what I can read of your log, this seems not to be the case, GtkR doesn't even seems to be trying to run the engine. If it was, here's what you would get :
Writing C:/Games/Quake3/baseq3/maps/mymap.bsp
Wrote 13.8 MB (14475416 bytes)
395 seconds elapsed
Disconnecting
Connection closed.
Running engine...
C:\Games\Quake3\quake3.exe +set sv_pure 0 +set fs_game missionpack +devmap mymap
You could use Deqer batch's file if that still doesn't work or even easier if you find that a little bit daunting go download the Q3map2GUI or the QuakeToolKit (see other thread on this forum) -
http://www.quake3world.com/forum/viewto ... 10&t=46211
Re: Level Editors not opening Q3 after build
Posted: Tue Sep 20, 2011 3:11 am
by OCNZBloodDonor
thanks i found it in the options finally
