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gmax Community and Support : Gamepak: Tempest : Tempest temporary fix #1
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Browser_ice
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Tempest temporary fix #1
Posted 30-Sep-2002 10:05 AM

Hi folks, again this is regarding my investigation on the compilation problem of Tempest where you may find in your resulting BSP (compiled *.map file to be used in Quake-3) textures mis-aligned, lightings or special effects missing, models missing shaders, ... I haven't got a permanent fix as it would now involves modifying Tempest and recompiling it (something I cannot do at the moment, but ...).

So in the mean time here is my modified procedure to temporarely fix it.

1) make sure your quake-3 folder is a foldername without any spaces at all.
ex : rename "Quake III Arena" to "Quake_III_Arena" or to plain "Quake3"

2) Have Tempest pointing to the new folder now and remove all mentions of the old one. There are 2 ways of doing this :

THE LONG WAY METHOD :
--------------------
-start your Tempest and in the CUSTOMIZE menu, click CUSTOMIZE PATH. Once you get the pop-up, click the tab BITMAPS.
-Delete all folders pointing at the old quake-3 folder and click OK
-go in CUSTOMIZE menu again and click TEMPEST PREFERENCES.
-enter the path to the new Quake-3 folder, click ok and wait 5-10 minutes.
-close your Tempest

THE QUICK WAY (only if you aren't scared on messing up Tempest setup files by mistake).
================
-with WordPad, edit GMAX/GAMEPACKS/TEMPEST/TEMPEST.INI (make a backup of the file if you don't want to take chances)
-do a replace all on whatever quake-3 folder name you had before to the new one
-click save
-while still in WordPad, open up file GMAX/GAMEPACKS/TEMPEST/GMAX.INI (make a backup of the file if you don't want to take chances)
-do a replace all on whatever quake-3 folder name you had before to the new one
-click save and exit

3) take a backup of your GAMEPACK/TEMPEST/TEMPEST.QE4 FILE

4) download my modification of this file and replace your's with it

5) start Tempest and try compiling your maps with it and keep copies of your compile logs (MAPS/OUTPUT.TXT) and the actual mapname.BAT file for me in case I want to check out. Don't post them in this forum because it will be prety long to read the whole thread. Instead, zip all your files logs and post a download link in your post.

6) close Tempest and open up Quake-3 and in the console (usualy the " ~ " key) type the commands :
/DEVELOPER 1
/SV_PURE 0
/DEVMAP your_map_name_without_the_bsp_extension


7) walk around in your map to see if anything is wrong.

8) reply back here with the findings

9) for any problems with Tempest, please refer to this post for doing a proper investigation setup.

10) have fun

[ September 30, 2002, 10:12 AM: Message edited by: Browser [ICE] ]
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 30-Sep-2002 12:06 PM

cant wait to get home to try this BROWSER[ICE]
HOPEFULLY ALL GOES WELL.Wondering if ill see any of those dups brushes as well.

i also want to inform u that i sent a bug form in his morning explaining the .md3 export problem we're having. hoprfuly thell do somethinfg about it,

I was doing some expermenting the other day.
i modeled in 3DS MAX saved one as an .3ds apllied my texture that was located in the mapped objects folder
and then exported as .md3

open that .3ds in tempest added the same texture and then exported to .md3 saving in the same folder but of course as a diiferent name

now when i loaded the 3ds max model from the enity editor the textures were there, loaded the one created by tempest no textures. hmmmm

so i opened them up inside an text editor guess what i found........ the tempest export isnt saving there texture paths at all. now this should be easy to fix with my maxsdk. but i need permission from discreet i dont want to violate there EULA. also i noticed somthing else when i open the one up created inside tempest with nphero and rebuilt the normals then resaved
then opened it with milkshape added my texture generated the .qc then exported . open it with the text editor guess what path it gave it......
model/player/skin thats not right either. hmmmmm

im almost there we just need to all get together and bug (no pone intended)discreet. keep filling there bug reports with these types of problems and maybe thell let me recompile that md3export or at lest give us a patch LOL. so any imput for me or suggestions.
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 02-Oct-2002 8:16 AM

WELL HERES A FEW THING TO MENTION
D_FAST1
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1466 Posts
Tempest temporary fix #1
Posted 02-Oct-2002 8:28 AM

OPPPS DAMN ENTER KEY lol Well im haveing a few problems now. its compiling ok after making the name changes but there a few clitches yet.
1- im pround to annouse that my shaders ive created are now showing up. WAAAHOOO

2- now when i apply a shader and scale them the hold, but if it just a texture inside that shader texture folder it doent hold the scaleing at all.

3- when ive tried shader paint for this test that didn't hold either,reverted to one texture. now this may be due do the fact that it was a texture and not a shader. Im begining to think tempest is shader orientated at this moment.

4- here's a biggy-tempest seems to be very unstable now more then usual. i mean it completely froze my machine up like six times creating this simple test map. as well as seeing
shader nav errors.
every things is in its right place and all dir are fine.

so here the link to the output let me know if u want the condump or the batch file
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 02-Oct-2002 9:04 AM

to save time here the <a href="http://home.att.net/~rebecca1dan/testdump.htm" target="_blank">con dump</a>
Browser_ice
Moderator
3962 Posts
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Tempest temporary fix #1
Posted 02-Oct-2002 10:37 AM

You lucky b... !

Playing Q3 at 1024 * 768 with a GFORCE-4 TI 4600 !!!!!!

I'll check it out later. I'm out of time and I'm at the office.
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 02-Oct-2002 11:45 AM

HEHEHE I ALSO HAVE ALL THE SETTING TURNED ALL THE WAY UP.
Browser_ice
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Tempest temporary fix #1
Posted 03-Oct-2002 6:03 PM

I dont' see anything wrong with the compile or the quake-3 log.

your have created those logs, right ?

entering scripts/lsw_efx.shader
entering scripts/new_york.shader
entering scripts/joes_towers.shader
entering scripts/ring_tele.shader
entering scripts/coke_machine.shader
entering scripts/ga_pistol_efx.shader

hummm, are these coming from a q3map2 installation ?
entering scripts/q3map.shader
entering scripts/cel.shader
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 03-Oct-2002 8:01 PM

yes all shaders works fine they are now actually showing up in q3 when before i was having problems with them.

I'll remove all mentions of them in the shader text and try again.

also ill remove thses fromn the scripts folder

lsw_efx.shader
ga_pistol_efx.shader

these were effects shaders for weapons ive already sent to the mod team so i wont need them yet

joes_towers.shader

this was for someone else also dont need

quote:
hummm, are these coming from a q3map2 installation ?
entering scripts/q3map.shader
entering scripts/cel.shader

bingo yes indeed i will move these to a folder and save them in case we ever get to doing that method.

Ill post my findings as soon as possable
Browser_ice
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Tempest temporary fix #1
Posted 04-Oct-2002 9:20 AM

I taught of something.

If you have q3map2 shaders in your compile, does it also mean that you tried to compile it with q3map2 ?

Q3map2 uses a different compiling synthaxe then q3map. It has additional parms/options to be used that the old q3map doesn't use. So if you compiled it with q3map2, then tempest called it and used the same parms/options as the old q3map.
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 06-Oct-2002 3:16 PM

OK no more 3gmap2 in there and i got ris of all those unless shaders. but ive been building tuts covering brush slice and mapobjects and all that im also wanted to do one on spot lighting. so ive made this map from the slicing tut i made and theres a few problemsthat need to be fixed before i release it. heres what it looks like in tempest. i used both my own textures and shaders as well as q3 defaults to see if there was any difference with the scaling problems.


Still haveing those scaling probs. with q3 default shaders as well. heres a look at at it in q3. yea a little dark but im trying to come up with spot lights they're all pointing to there right targets and im seeing no errors in the output. ive also tried many different light values and radiuses but im still not getting that circle of light on the floor.



Problem 3

Ok this tunnel or bulkhead (i would like to call it.) is from the tutorial i made it actually covering the basic slice and in the tut, we make 45 30 20 10 degree corners and different size straiaghts for a multitude of possablities, when constructing the tunnels. But now when I go to start creating some textures for this (bulkhead kit) (i hope i can release for the Tempest community)and compiling im getting this



missing faces.

Any ideas on how to fix these mising faces,and spot lighting. i can deal with the scaling problem by just opening the (map)and rescale them . then recompile, this seems to fix things,scaling wise, but not the missing faces.
D_FAST1
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1466 Posts
Tempest temporary fix #1
Posted 06-Oct-2002 3:17 PM

OPPs sorry didnt relieze i was in our testing section.
Browser_ice
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Tempest temporary fix #1
Posted 06-Oct-2002 3:47 PM

Your light problem
A spotlight is built with 2 entities :

- a light entity
- an Info_Null entity

The light must have 3 parms set :
-light=light value
-target=the targetname of the Info_null
-radius=diameter of the spot light

The Info_Null must have :
-targetname=same name as in target of light

Place the Info_Null where the light will be hitting the ground.

Your missing face
I suspect one of two things :
- the shader you are using for the botton side doesn't have the parm CULL DISABLE therefore you see through it. Think of it as a box whith shader applied without that parm. If you were inside the box, you would see through it as if it wasn't there at all.

- the normal on that face is facing the wrong direction making it invisible. Flip the normal on that face and recompile.

[ October 06, 2002, 03:48 PM: Message edited by: Browser [ICE] ]
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 06-Oct-2002 4:50 PM

on the lights, yes all is as it should be.
example: light-enitiy01 (value:25)(radius:25)(target:spot1)
now the target-enity(classname:info_null)(targetname:spot1) ive tried all kinds of radius and value setting but still nothing on the floors.

So have u tried this in tempest yet? and has it compiled alright and is ok in q3?

And on that missing face, How can u flip a brushes face normal? I just found out how.....want to guess? YES it still is a brush, and No i didnt convert it to mesh then back to brush.But i fixed the faces that where missing.

Give up? I found a modifier to work for this.... its the Normal modifer use the unify normal option
on the modifier. ill have to add that one to the does and donts, after more testing of course.im wondering if this will work for those meshes that when we convert them to brush and we lose faces.ill do more testing.

still wondering on that spot light though.
Browser_ice
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Tempest temporary fix #1
Posted 07-Oct-2002 8:58 AM

Light problem
Email me you GMAX file (with the textures ziped if they aren't Quake-3's). I'll check it out at home (it's noon here at the office).

Missing face
The normals being fliped seams to occure in different situations. I had a case where I had a model divided into 2 pieces : original one and a mirrored copy. The Mirrored copy had all it's normals flipped once I exported into an MD3 file. I fixed by doing a copy of that mirrored copy (I think because I don't quite remember).

So everytime you have faces not visible in Quake-3, check for normals flipped in your GMAX file and if that's not the problem, check your shader for CULL DISABLED.
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 07-Oct-2002 1:38 PM

ok ill do that when i get home,in school right now. there all my texture besides one of them. so it might come in piece sence im not sure how big the folder is.
Sypher_5
Advanced Poster
270 Posts
Tempest temporary fix #1
Posted 17-Nov-2002 2:50 PM

Ok, is renameing your Q3A folder nessacary ? lol

I just applied your QE4 file fix and didnt rename my Q3A directory and got this

code:
Q3Map v1.0p (c) 1999 Id Software Inc.
---- q3map ----

************ ERROR ************
Unknown option "-fs_basepath"

Q3Map v1.0p (c) 1999 Id Software Inc.
---- vis ----
fastvis = true

************ ERROR ************
Unknown option "-fs_basepath"

Q3Map v1.0p (c) 1999 Id Software Inc.
----- Lighting ----
usage: q3map -light [-<switch> [-<switch> ...]] <mapname>

followed by a list of the switches

I assume its just complaining about the fact I didnt rename my Q3A directory.
D_FAST1
Advanced Poster
1466 Posts
Tempest temporary fix #1
Posted 17-Nov-2002 3:25 PM

yea you must take out all those spaces. and one other thing youll have to go into your gmax.ini file and change all the dir, to point to this new name , now its a breeze with word or somthing of the same where you can search and replace.
Browser_ice
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Tempest temporary fix #1
Posted 18-Nov-2002 7:59 AM

Which tool have you installed to get Q3MAP ?
Q3Radiant or GTKRadiant ?
Which version ?

Mine is GTKRadiant with 1.2.6 Nightly update which brought my Q3MAP to v1.0r . To see, go in DOS in the folder containing your Q3MAP and just type Q3MAP and hit enter. You should get a similar result then below. It will show you the actualy version of your Q3MAP and tool.

quote:

C:\Q3_4_Tempest\Radiant>q3map
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (GtkR) - v1.2.4-y5
GtkRadiant - v1.2.6-nightly Mar 16 2002 18:01:13
************ ERROR ************
Usage: q3map [general options] [options] mapfile

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