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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: compiling map (help the newb)
(_8(|)
General Member
Since: Feb 9, 2005
Posts: 18
Last: Feb 23, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 06:14 am
lady's and gentlemen, here for your enjoyment, the one game that is fun for all ages...

HELP THE NEWB

Background:
I have a small UT2004-styled arena map for multiplayer teamdeathmatch. I made the map with simple objects, made two ladders, and made 4 spawnpoints (each teamdeathmatch spawn and with corresponding teamdeathmatch intermissions on each). I call it arena.map

Question:
How do I compile it? I tried the .bat file tutorial but it doesn't make any of the files that the tutorial says it should. I tried CoDpiler but that just screws up all m maps (in fact, now i can't open the farm map i've been working on for the past week cause i compiled it) [puke]

Answer:



??
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sear
General Member
Since: Jul 24, 2004
Posts: 276
Last: Dec 24, 2005
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 08:53 am
Got a skybox?
DM intermissions + spawn (although I wonder why these are needed)?

If you have all the above AND you think that there are not any problems w/ them then please post you batch file and your compile log.





[devilishgrin]
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 12:35 pm
regular cod can be compiled most easily using codpiler...look in the downloads --> utilities section

a compiled map (a bsp) will not prevent you from opening your .map in the editor...

DM intermissions and spawns are required as this is THE base gametype...the engine looks for deathmatch capability in mp FIRST, and then associates other types with it.....and their spawns....but if it doesnt have the capability to play dm...it dont play [angryalien]
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sear
General Member
Since: Jul 24, 2004
Posts: 276
Last: Dec 24, 2005
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 06:58 pm
There was a post at another site asking about a map that will not play DM. To make a long story short I made a small map that didn't include either the DM intermission or spawn just TDM. After which I tried playing in both DM and TDM, the results:
-TDM worked fine
-DM loaded even w/out the DM stuff, but it just spawned a spectator in one of the top corners and you couldn't move
:confused:
So this is why I wondered about the inclusion of DM b/c I had always thought that they were required, but now I don't really see why including them is necessary (other than you can't just run the bsp out of console if you don't have DM).
So I guess my question is am I missing something? Are there other effects that aren't evident eventhough I can load a DMless map?

All that being said I am still going to include DM simply b/c some people like it and it is so easy to add to a map.

Sorry to pick at this point Stryder, but I just really wanted to get a clearer understanding of what the DM requirements are.
[devilishgrin]
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(_8(|)
General Member
Since: Feb 9, 2005
Posts: 18
Last: Feb 23, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 07:31 pm
yes i have a skybox with worldspawn values (300 gravity in respect to unrealtourney jumping :P)

so change my tdm spawnpoints and intermissions to dm, then compile using CoDpiler?

i'll try this thanks
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
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Level 6
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 07:42 pm
I can give some advice for the maps and CODbuilder, or CODpiler.

Place your maps in thier own folders. CODPILER uses a listing menu on the left, all that is needed is to select the .map file and your off.

EVERY map should have a DM spawn, intermission and a skybox.

It is true to goof around and get a map without those items, however, the map WILL not be playable.
You will be stuck in the floor, or off in some distant location.
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(_8(|)
General Member
Since: Feb 9, 2005
Posts: 18
Last: Feb 23, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Saturday, Feb. 19, 2005 07:52 pm
I put my map in a custom folder on my desktop, set CoDpiler to lok for maps in that folder, compiled arena.map, but all thatw as added to my folder was the .bat file used for compiling (no .bsd, etc.).

i made sure i had DMspawn and intermission, my skybox is set up exactly as in the tutorials, etc. i dunno what's going wrong
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(_8(|)
General Member
Since: Feb 9, 2005
Posts: 18
Last: Feb 23, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Sunday, Feb. 20, 2005 05:24 pm
in essence, the compiler is not making the .bsp file you guys say i need
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sear
General Member
Since: Jul 24, 2004
Posts: 276
Last: Dec 24, 2005
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Sunday, Feb. 20, 2005 05:40 pm
Quote:

Category: CoD Level Design
Posted: Saturday, Feb 19, 2005 3:53 am
Got a skybox?
DM intermissions + spawn (although I wonder why these are needed)?

If you have all the above AND you think that there are not any problems w/ them then please post you batch file and your compile log.

[devilishgrin]



Post the above information please...
[devilishgrin]
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(_8(|)
General Member
Since: Feb 9, 2005
Posts: 18
Last: Feb 23, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Sunday, Feb. 20, 2005 07:03 pm
.bat file:
C:
cd \Program Files\Call of Duty Game of the Year Edition\Tools\bin

q3map -basedir "Call of Duty Game of the Year Edition" ..\..\..\..\Documents and Settings\DOSjunkie\Desktop\maps\arena.map
pause

q3map -basedir "Call of Duty Game of the Year Edition" -vis -fast ..\..\..\..\Documents and Settings\DOSjunkie\Desktop\maps\arena.map
pause

flare -extra -sundiffusesamples 10 -dumpoptions ..\..\..\..\Documents and Settings\DOSjunkie\Desktop\maps\arena.map
pause



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

compile log:


C:\Documents and Settings\DOSjunkie\Desktop\maps>C:

C:\Documents and Settings\DOSjunkie\Desktop\maps>cd \Program Files\Call of Duty
Game of the Year Edition\Tools\bin

C:\Program Files\Call of Duty Game of the Year Edition\Tools\bin>q3map -basedir
"Call of Duty Game of the Year Edition" ..\..\..\..\Documents and Settings\DOSju
nkie\Desktop\maps\arena.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
usage: q3map [options] mapfile

C:\Program Files\Call of Duty Game of the Year Edition\Tools\bin>pause
Press any key to continue . . .

C:\Program Files\Call of Duty Game of the Year Edition\Tools\bin>q3map -basedir
"Call of Duty Game of the Year Edition" -vis -fast ..\..\..\..\Documents and Set
tings\DOSjunkie\Desktop\maps\arena.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
Unknown option "-vis"

C:\Program Files\Call of Duty Game of the Year Edition\Tools\bin>pause
Press any key to continue . . .

C:\Program Files\Call of Duty Game of the Year Edition\Tools\bin>flare -extra -s
undiffusesamples 10 -dumpoptions ..\..\..\..\Documents and Settings\DOSjunkie\De
sktop\maps\arena.map
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty Game of the Year Edition/\main\_cookable_grenades.
pk3 (6 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\wcanka_awe_v1.4.4_c
od1.5_fix.pk3 (39 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\wcanka_awe_v1.4.4_c
lientside_plus.pk3 (33 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\wcanka_awe_v1.4.4.p
k3 (50 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\UserTextures-1.pk3
(13 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pakb.pk3 (60 files)

C:/Program Files/Call of Duty Game of the Year Edition/\main\paka.pk3 (41 files)

C:/Program Files/Call of Duty Game of the Year Edition/\main\pak9.pk3 (149 files
)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak8.pk3 (235 files
)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak5.pk3 (4858 file
s)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak4.pk3 (1668 file
s)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak3.pk3 (1992 file
s)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak2.pk3 (694 files
)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak1.pk3 (2642 file
s)
C:/Program Files/Call of Duty Game of the Year Edition/\main\pak0.pk3 (12816 fil
es)
C:/Program Files/Call of Duty Game of the Year Edition//main
C:/Program Files/Call of Duty Game of the Year Edition/\main\localized_english_p
ak5.pk3 (46 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\localized_english_p
ak3.pk3 (7 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\localized_english_p
ak2.pk3 (9 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\localized_english_p
ak1.pk3 (3736 files)
C:/Program Files/Call of Duty Game of the Year Edition/\main\localized_english_p
ak0.pk3 (1204 files)

File Handles:
----------------------
30301 files in pk3 files
models in world bsp: enabled
model shadows: enabled
model alpha shadows: enabled
occluder merging: disabled
area light backsplash: enabled
smooth normals: enabled
visual debugging: disabled
keep visual only polys: disabled
verbose messages: disabled
debug lightmap areas: disabled
debug lightmap bleeding: disabled
poly in solid correction: enabled
diffuse sunlighting: enabled
point-sampled diffuse sun: enabled
single-sample diffuse sun: disabled
lightmap calculation: enabled
extra alpha check: enabled
max alpha pixels: 1024
find leafs for lights: enabled
max polys: 1048576
max vertices: 4194304
max brushes: 262144
max occluders: 0
bsp poly split cost: 8
axis-aligned bsp threshold: 500
point light scale: 7500
linear light scale: 0.000125
light grid scale: 1
overbright scale: 2
one over min intensity: 255
hemicube edge size: 10
surface light step world: 16
surface light step sky: 128
USAGE: FLARE [args] mapname, where args is 0 or more of the following.
Options ignore capitalization; it is only present in the list for clarity.
-? Displays usage information
-Help Displays usage information
-Verbose Turns on verbose prints
-Quiet Turns off progress counters (can be used with -Verbose)
-Warn Sets the warning level
-Exec Executes a config file
-BaseDir Name of the directory containing the game executable
-Fast Use fast presets for several options
-Extra Use high-quality presets for several options
-MaxPolys Maximum number of polys to use during light compile
-MaxVerts Maximum number of vertices to use during light compile
-MaxBrushes Maximum number of brushes to use during bsp solid check
-MaxOccluders Maximum number of occluders to use during light compile
-Visual Activates visual preview / debugging
-NoVisualOnlyPolys Don't keep polys to be drawn that don't affect lighting
-Width Sets screen width for visual debugging
-Height Sets screen height for visual debugging
-Fullscreen Uses fullscreen mode for visual debugging
-PicMip Skips the first N mipmap levels to save texture memory
-DebugLmapAreas Shows relative coverage of each lmap pixel as intensity
-DebugLmapBleeding Tests lightmap bleeding
-CorrectSolid Forces correcting for partially covered polygons
-NoCorrectSolid Skips correcting for partially covered polygons
-DiffuseSun Froces diffuse sunlighting
-NoDiffuseSun Doesn't do diffuse sunlighting
-SampleDiffuseSun Diffuse sun uses point sampling instead of area lights
-AreaDiffuseSun Diffuse sun uses area lights instead of point sampling
-FastDiffuseSun SampleDiffuseSun uses a single vertical sky trace
-ExtraDiffuseSun SampleDiffuseSun uses multiple sky traces
-BackSplash Adds a backsplash pointlight for area lights
-NoSmoothNormals Uses polygon normals instead of smoothed vertex normals
-LeafLights Forces finding of entity lighting info (needs .PRT file)
-NoLeafLights Don't find entity lighting info (also ignores .PRT file)
-ModelShadow Allows model surfaces to cast shadows
-NoModelShadow Prevents model surfaces from casting shadows
-WorldModels Adds model surfaces to the world BSP
-LocalModels Keeps model surfaces out of the world BSP
-ModelAlphaShadow Allows transparent model surfaces to cast shadows
-NoModelAlphaShadow Prevents transparent model surfaces from casting shadows
-MergeOccluders Tries to merge occluders (may speed up model shadows)
-NoMergeOccluders Doesn't merge occluders (may speeds up no model shadows)
-FastAlphaCheck Does alpha checking at a point instead of over an area
-ExtraAlphaCheck Does alpha checking over an area instead of at a point
-MaxAlphaPixels Max pixels to do area alpha filtering (extra alpha only)
-SplitCost Heuristic penalty for splitting a poly (relative to 1)
-AxialThreshold BSP always looks for axial planes for > this many polys
-SunColor Direct sun color to use (-suncolor R G B)
-SunLight Intensity of direct sunlight
-SunDiffuseColor Diffuse sun color to use (-sundiffusecolor R G B)
-DiffuseFraction Fraction of sun's intensity to be diffuse lighting
-SunDirection Sun direction to use (-sundirection pitch yaw roll)
-MinLight Minimum intensity for a lightmap pixel (-minlight R G B)
-SunDiffuseSamples Hemicube edge size for SampleDiffuseSun (3N^2 samples)
-SunDiffuseStep Units between diffuse sun form factor light samples
-AreaLightStep Units between area light samples
-DumpOptions Displays current settings of most parameters

Unknown argument '..\..\..\..\Documents'

C:\Program Files\Call of Duty Game of the Year Edition\Tools\bin>pause
Press any key to continue . . .
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