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Author Topic: BSP Problem  (Read 488 times)
silly
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Posts: 50


« on: Jan 20, 2007, 12:48 PM »

ok, iv had a very frustrating problem...

I made a map, compiled it, and then tried to compile for Final Compile.bat

and it didnt work, so i thought i would try just a simple, qpsp. That didnt work. Here are some screenies

QPSP




Final Compile

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Eiii
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Posts: 181


« Reply #1 on: Jan 20, 2007, 09:02 PM »

Like the compile says, you have brush(es) out of bounds. The maximum bounds are +/-4096. Looks like you have one at 8192, which is waaaaaaay out there.
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silly
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« Reply #2 on: Jan 20, 2007, 09:36 PM »

OHHH LMAO!!! my bad... i made one, thanks alot man
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Chef-Killer
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Posts: 12


« Reply #3 on: Jan 21, 2007, 05:25 AM »

I have also a problem with BSP, also final compile (i think it is something with the light, because relight.bat doesn't work and the error is directly after "Light World").

Code: (relight.bat)
c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp -onlyents anubis_b3

c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 -onlyents anubis_b3

----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
onlyents = true
gamedir set to c:\bsp\pball2\quake2\pball\
entering c:\bsp\pball2\quake2\pball\mapfiles\anubis_b3.map
    1 seconds elapsed

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad anubis_b3
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------


c:\bsp\pball2\quake2\pbaa\mapfiles>..\..\util\arghrad -gamedir C:\bsp\pball2\qu
ake2\pball anubis_b3
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\bsp\pball2\quake2\pball\   (game pak dir)
----- Load BSP File -----
reading c:\bsp\pball2\quake2\pball\mapfiles\anubis_b3.bsp
no vis information, direct lighting only
----- Light World -----

************ ERROR ************
MAX_PATCHES

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap anubis_b3
Ein Unterverzeichnis oder eine Datei mit dem Namen "c:\spiele\paintb~2\pball\map
s\inprogress" existiert bereits.

c:\bsp\pball2\quake2\pball\mapfiles>copy anubis_b3.bsp c:\spiele\paintb~2\pball\
maps\inprogress
        1 Datei(en) kopiert.

c:\bsp\pball2\quake2\pball\mapfiles>c:

c:\bsp\pball2\quake2\pball\mapfiles>cd \spiele\paintb~2

C:\Spiele\PAINTB~2>pause
Drücken Sie eine beliebige Taste . . . _

PS: Sorry for my english  Cheesy
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silly
Member
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Posts: 50


« Reply #4 on: Jan 21, 2007, 10:17 AM »

acutaly another one of my problems, which i found out was acutaly the entities.

Delete all of your info_player_deathmatch. and your message Test CTF Map, and your team1 red team2 blue
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Eiii
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Posts: 181


« Reply #5 on: Jan 21, 2007, 05:09 PM »

That'd be the MAX_PATCHES error, as the compiler says. Make your lighting less detailed, scale up textures, etc.
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jitspoe
Platinum Member
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Posts: 1511



« Reply #6 on: Jan 22, 2007, 06:09 PM »

I've started up a wiki page for map compiling errors here: http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Map+Compiling+Errors
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BALETED!
Chef-Killer
Junior Member
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Posts: 12


« Reply #7 on: Jan 23, 2007, 09:16 AM »

thx good idea Wink
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