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3 Dimensional Chat / bsp problems uhk

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Will
21
Years of Service
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Joined: 7th Feb 2004
Location:
Posted: 28th Mar 2004 00:23
Im using quake3 gtk raient to make bsp's for dbpro.
I can load up quake3 pre made bsps and they work fine.
But when I made my own in gtk radient they appear as every second polygon is "leaked" in dbpro and its all messed up.
But there is no leaks in my levels.
Could I be compiling it wrong?
And I have everything in the pak files all the directories are fine.
I could use worldcraft but the lighting dosnt work and i wouldnt be able to use shaders and have lovely animated textures.

will lynn
bitechu
21
Years of Service
User Offline
Joined: 29th Dec 2003
Location: Massachusetts
Posted: 31st Mar 2004 22:02
I got this same problem when compiling my maps within GTKRadiant. Try the GTKBuild 2.0.....build your maps in Radiant and compile in GTKBuild.

http://home.comcast.net/~r_monaco/tutorial.zip

This was one of my first successful attempts at compiling and loading a homegrown .bsp file. The geometry was done in GMAX and exported to .map format then loaded into GTKRadiant and textured.

I compiled it in GTKBuild...if I compiled it in the level editor every brush was half rendered.



Asus A7M266-D/1024MB PC2700DDR/2AMD MP1800+/Asus Ti4600 128MB
APEXnow
Retired Moderator
22
Years of Service
User Offline
Joined: 15th Apr 2003
Location: On a park bench
Posted: 1st Apr 2004 02:31
Just a suggestion but although personally, I use Hammer for BSP design, the principle may still apply in GTK.... Before building the BSP file, make sure that every single brush is ungrouped. To say, like a hollowed out cube would be a single object made up of six brushes grouped together, ungroup it and all other objects in the map before building. This seems to resolve certain problems in missing brush geometry in Hammer as well.

Paul.


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