Talk:Mapping/Compile

From UFO:AI

Can we have a troubleshooting section for map compiliation?

I had this problem: qbsp3 couldn't manage to create a .bsp for rocketsilo.map. I don't know where to report this... I didn't want to report this to SVN since it doesn't seem to be a "game" bug.

I also installed the perl interpreter and ran the perl script in base/maps, but again, it seems to compile all maps except rocketsilo.map.

Also its obvious for advanced users that the maps have to be drag'd and dropped on the qbsp3.exe (if they don't ıse Perl to do it all in one), but if Mattn hadn't told me, I think I never could have figured out how to use qbsp3 and qrad. So maybe it'll be nice to have a bit more info on the how-to's.

You shouldn't use qbsp3 or q3rad - use ufo2map instead. If you still have problems with compiling some maps (btw. rocketsilo is not playable at all - so it's save to remove the map file) then please file a bug report with as much as possible information (which system, arch and so on) --Mattn 08:00, 9 May 2007 (CEST)

Errors

One of the errors listed on this page deals with having different textures on different faces of the same brush (mixed face contents). Besides the obvious prefabs that DON'T adhere to this rule, is this hard and fast? Would it be better to use 2 brushes against each other with different textures to 'wallpaper' the inside of a house instead of using a facial texture? --21:34, 8 May 2007 (CEST)

mixed face contents is no error - only a warning (and even that is untrue for the latest version in svn) - and it has nothing to do with different textures - but only different content- and surfaceflags. Please don't use 2 brushes against each other - keep the brushcount low (the most important rule)!! e.g. if a brush in level 1 isn't visible in level 2 then remove the level 2 flag from this brush. then it won't be drawn at all (which means lower r_speeds => fast rendering). --Mattn 07:57, 9 May 2007 (CEST)
I get this warning when I build brushes with textures on different faces... is it possible that this is because of different 'stretch' fittings for the texture, and these are content flags? --Wanderer 08:24, 10 May 2007 (CEST)
No, but as i said - these are only warnings - you can in most cases saftly ignore them (that's why i disabled the output of those warnings in current development version - they are now only shown in verbose mode) --Mattn 11:28, 10 May 2007 (CEST)