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  • #16
    Here is the resulting shell script built by the menu.
    [email protected]:~/.netradiant/1.5.0$ sh qe3bsp.sh
    qe3bsp.sh: 4: /home/bluntz/netradiant/hmap2 -vis: not found
    qe3bsp.sh: 5: /home/bluntz/netradiant/hmap2 -light: not found
    [email protected]:~/.netradiant/1.5.0$
    As you can see the error is the result of the switch and the compiler being looked for as a single program named that. I suppose I could oblige and make bash scripts named as such but it would be nice to fix it right.
    Ok I did Just that and now I get no error from the qe3bsp.sh but it still fails with something like:no files here dude wtf ?Of course those files are output to the maps folder.
    Last edited by bluntz; 08-18-2012, 02:55 PM.
    WARNING
    May be too intense for some viewers.
    Stress Relief Device
    ....BANG HEAD HERE....
    ---------------------------
    .
    .
    .
    .
    .--------------------------

    Comment


    • #17
      hmap2 -vis "[MapFile]"

      respectively.

      Of course there is no file named -vis or -light. On a side note, that no extensions thing is strange. So you basically have a file named hmap2 and there is no extension to define what type of file it is?

      Maybe your problems are a Linux thing. I have never gotten any of the errors you have posted on my Windows machine.

      Edit:wooops, I misunderstood what you were saying and basically just repeated you. I want to help you bro but I am totally stumped, probably cause of my lack of linux knowledge.
      Last edited by MadGypsy; 08-18-2012, 03:39 PM.
      http://www.nextgenquake.com

      Comment


      • #18
        Oh I keep forgetting - you can ignore that textures not loaded thing. It's because you don't have any textures (shaders). It tells me the same thing and I have never had an issue with my map loading/compiling. I also get the doom3 light radius error. This is not a big deal either


        Straight out of my radiant.log for a map that compiles and works perfectly
        Texture load failed: "textures/"
        Doom3LightRadius: failed to parse default light radius
        Doom3LightRadius: failed to parse default light radius
        The Doom3LightRadius is nothing more than a radiant feature that allows you to see the light radius in the editor. Of course it can't parse it, you aren't building maps for Doom 3.

        Hmmm...I wonder if this could be fixed by adding something to the .ent for all the light entities. There is no way to turn off the parsing and Radiant is meant to build maps for multiple games/platforms. Surely there is something missing. I'm going to figure this out.

        Edit: Apparently EVERYONE gets this error no matter what and no one can figure out how to fix it.
        Last edited by MadGypsy; 08-18-2012, 03:59 PM.
        http://www.nextgenquake.com

        Comment


        • #19
          I changed the menu.xml to the path to the compiler in the maps dir as this is the only thing that made sense to me.
          I know it says to make it the path to radiant but at this point I wonder if the docs are not wrong.I read somewhere that the path to custom textures is wrong in the docs as well,needing a data/textures after the base folder.
          Any way I made a blank shaders.xml file to stop that error as well.
          So no errors anywhere but I am not getting my .lit files output to the maps folder still!
          OOF!
          qe3bsp.sh now has the same errors as before.Also changed the menu.xml path again to [RadiantPath]/hmap2 instead of the actual path. without the bracts as shown in the example(so it is likely wrong)and the undefined var error is gone.
          The output is unchanged however.
          Last edited by bluntz; 08-18-2012, 05:29 PM.
          WARNING
          May be too intense for some viewers.
          Stress Relief Device
          ....BANG HEAD HERE....
          ---------------------------
          .
          .
          .
          .
          .--------------------------

          Comment


          • #20
            Through all this the only thing that seems constant is the flaky way it seems to stumble with textures.I get this error sometimes:
            Texture load failed: "textures/" when it loads a map regardless of whether they are in id1 or not and it seems to take 3 attempts to open the wad when it compiles,maybe this is an issue with the compiler.
            hmap2 by LordHavoc and Vic
            based on id Software's quake qbsp, light and vis utilities source code

            threads: 4
            inputfile: /home/bluntz/quake/id1/maps/retest.map
            outputfile: /home/bluntz/quake/id1/maps/retest.bsp
            --- LoadMapFile ---
            /home/bluntz/quake/id1/maps/retest.map
            252 faces
            42 brushes
            27 entities
            3 textures
            56 texinfo
            --- BeginBSPFile ---
            --- Brush_LoadEntity ---
            42 brushes read
            ---- CSGFaces ----
            252 brushfaces
            361 csgfaces
            216 mergedfaces
            ----- SolidBSP -----
            355 split nodes
            125 solid leafs
            231 empty leafs
            0 water leafs
            0 slime leafs
            0 lava leafs
            0 sky leafs
            1092 leaffaces
            1076 nodefaces
            636 subdivides
            ----- portalize ----
            ----- FillOutside ----
            222 outleafs
            ---- MergeTreeFaces ----
            219 mergefaces
            ----- SolidBSP -----
            125 split nodes
            50 solid leafs
            76 empty leafs
            0 water leafs
            0 slime leafs
            0 lava leafs
            0 sky leafs
            605 leaffaces
            492 nodefaces
            273 subdivides
            ----- portalize ----
            writing /home/bluntz/quake/id1/maps/retest.prt
            ---- tjunc ----
            377 world edges 1537 edge points
            0 degenerate edges
            0 degenerate faces
            278 edges added by tjunctions
            0 faces added by tjunctions
            0 naturally ordered
            0 rotated orders
            building hulls sequentially...
            --- Brush_LoadEntity ---
            42 brushes read
            ---- CSGFaces ----
            252 brushfaces
            544 csgfaces
            264 mergedfaces
            ----- SolidBSP -----
            362 split nodes
            132 solid leafs
            231 empty leafs
            0 water leafs
            0 slime leafs
            0 lava leafs
            0 sky leafs
            831 leaffaces
            808 nodefaces
            317 subdivides
            ----- portalize ----
            ----- FillOutside ----
            214 outleafs
            ----- SolidBSP -----
            225 split nodes
            120 solid leafs
            106 empty leafs
            0 water leafs
            0 slime leafs
            0 lava leafs
            0 sky leafs
            536 leaffaces
            521 nodefaces
            0 subdivides
            --- Brush_LoadEntity ---
            42 brushes read
            ---- CSGFaces ----
            252 brushfaces
            586 csgfaces
            218 mergedfaces
            ----- SolidBSP -----
            289 split nodes
            108 solid leafs
            182 empty leafs
            0 water leafs
            0 slime leafs
            0 lava leafs
            0 sky leafs
            794 leaffaces
            750 nodefaces
            357 subdivides
            ----- portalize ----
            ----- FillOutside ----
            174 outleafs
            ----- SolidBSP -----
            180 split nodes
            107 solid leafs
            74 empty leafs
            0 water leafs
            0 slime leafs
            0 lava leafs
            0 sky leafs
            489 leaffaces
            474 nodefaces
            0 subdivides
            unable to open wad "/home/bluntz/quake/id1/maps//home/bluntz/quake/id1/id.wad"
            unable to open wad "/home/bluntz/quake/id1/maps/..//home/bluntz/quake/id1/id.wad"
            loaded wad "/home/bluntz/quake/id1/id.wad" (591 miptex found)
            miptex used: metflor2_1
            miptex used: ground1_1
            miptex used: light3_7
            --- BSP file information ---
            1 models 64
            147 planes 2940
            627 vertexes 7524
            125 nodes 3000
            56 texinfo 2240
            492 faces 9840
            405 clipnodes 3240
            77 leafs 2156
            605 marksurfaces 1210
            2246 surfedges 4492
            1124 edges 4496
            3 textures 12376
            lightdata 0
            visdata 0
            entdata 2136
            Allocated 0.058023 MB (60842 bytes) for file buffer
            0.0 seconds elapsed

            Active memory: 1.355582 MB (1421431 bytes)
            Peak active memory: 10.329070 MB (10830815 bytes)
            Total memory allocated: 18.724070 MB (19633610 bytes)
            I have had issues batch encoding audio in the past and had to pass an argument to the encoder to wait a small amount of time in between files.
            I wonder can you do that for this in XML?
            Last edited by bluntz; 08-18-2012, 05:56 PM.
            WARNING
            May be too intense for some viewers.
            Stress Relief Device
            ....BANG HEAD HERE....
            ---------------------------
            .
            .
            .
            .
            .--------------------------

            Comment


            • #21
              Fixed it
              WARNING
              May be too intense for some viewers.
              Stress Relief Device
              ....BANG HEAD HERE....
              ---------------------------
              .
              .
              .
              .
              .--------------------------

              Comment


              • #22
                Uh, "how" would be a nice post..lol.

                This must be a Linux thing cause in Windows I could start your car and reposition satellites with build_menu.xml ( lol ). My markup works flawlessly. The textures/ and Doom3LightRadius stuff doesn't bother me cause I know they are mislabeled "error". An error would break something and nothing I have ever made is broken. So these are warnings as far as I am concerned. Warnings that are about as important as an unreferenced var in QC.
                http://www.nextgenquake.com

                Comment


                • #23
                  Updated,see post 2
                  WARNING
                  May be too intense for some viewers.
                  Stress Relief Device
                  ....BANG HEAD HERE....
                  ---------------------------
                  .
                  .
                  .
                  .
                  .--------------------------

                  Comment


                  • #24
                    Ah, good work. So, you are all ready for a curveball..yes?

                    Create a folder in your root Radiant folder named "settings". This will essentially make your radiant portable, BUT it will also stop using the external settings folder and all your stuff will be nice, neat and compact in one directory.

                    What can I expect to be "relocated" to the new settings folder?
                    • settings/
                      • 1.5.0/
                        • q1.game/
                          • local.pref
                          • shortcuts.ini
                        • global.pref
                        • prtview.ini
                        • radiant.log
                        • commandlist.txt
                        • junk.txt
                        • qe3bsp.bat


                    From 1.5.0/ on will automatically be created in the settings folder when you start radiant
                    Last edited by MadGypsy; 08-20-2012, 12:41 AM.
                    http://www.nextgenquake.com

                    Comment


                    • #25
                      Wait please explain the skip.exe that goes into the compilers folder better.also the threading option as I have a quad core I'd like to utilize.
                      Doh I wiped out the entire .netradiant dir!Gotta reinstall everything now.
                      Last edited by bluntz; 08-20-2012, 09:51 PM.
                      WARNING
                      May be too intense for some viewers.
                      Stress Relief Device
                      ....BANG HEAD HERE....
                      ---------------------------
                      .
                      .
                      .
                      .
                      .--------------------------

                      Comment


                      • #26
                        It's just like the rest of the stuff...oooh crap. I just realized that I gave you newskip, but I didn't give you the wad. Uh {looks down ashamed} fail. OK, I will unfail and get you going complete.

                        first: click here to read about newskip

                        second: click here to download the entire thing (includes source)

                        third: Newskip has to be done AFTER all other compiling has completed. This being the case you might just want to make it it's own build. This is how I have it set-up, because it is also something that you might not always want to use.

                        Add the following to your build menu before </project>. Of course you will have to modify the syntax a little for your OS. Also notice that I did not make the path to the compiler folder. This is just because i didn't. If the compiler folder is where you have it then you will need to add that to the path:

                        Code:
                        	<!-- create skip command -->
                        	<var name="skip">"[RadiantPath]/newskip.exe"</var>
                        
                        	<!-- adds a new build to the menu titled Newskip -->
                        	<build name="Newskip">
                        		<command>[skip] "[MapFile]"</command>
                        	</build>
                        Once you do the three normal steps to compiling and it is complete, simply click "Newskip" in the build menu and it will reorganize the BSP to skip the surfaces of all the brush faces you marked with a skip texture. I only tested this a while back (as I have not had a use for it yet) but if I remember correctly it only doesn't draw the surface - meaning you basically make an invisible wall.

                        -----------------------------------------------

                        Quad Core

                        You should be using WVis and you simply add the switch -threads 4

                        example:

                        Code:
                        	<build name="Full">
                        		<command>[hmap2] "[MapFile]"</command>
                        		<command>[vis] -threads 4 "[MapFile]"</command>
                        		<command>[light] -extra4 "[MapFile]"</command>
                        	</build>
                        Where [vis] is my command for the path to WVis.exe
                        Code:
                        	<var name="vis">"[RadiantPath]/compilers/map1/wvis.exe"</var>
                        -----------------------------------------------

                        That should answer all of your questions. If there is something I overlooked feel free to tell me and I will address it.
                        Last edited by MadGypsy; 08-20-2012, 09:49 PM.
                        http://www.nextgenquake.com

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