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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Palmtrees in Egypt (desert) RMG maps
GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Thursday, Oct. 23, 2003 07:59 pm
I made RMG instances before (loooong time ago), but i am stuck on this one:

I am trying to make more types of RMG maps (extra ones, i dont want to overwrite the existing ones). Currently i am experimenting with an Egypt theme: desert with mainly some archological building (temples, pyramids, obelisks, etc). I also want a FEW palmtrees in it (for the variation).

AFAIK there is no existing instance for palmtrees, so i will have make one myself :(

So i opened one of my deserttheme cusom instances (which works fine), saved it under a different name, got rid of everything in it, placed a palmtree in it, clipped it, saved it and then i tried to compile but all i get is an error: palmtree.bsp not found...

I tried to get more info via the junk.txt but that didnt help one bit :(

I saw one thing that might be the cause but i have no idea what it means: Backwards tree volume (in junk.txt)...

Anyone knows what i need to do to get an palmtree instance for my Egypt RMG maps? ???
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Friday, Oct. 24, 2003 02:18 pm
yes, the backwards tree volume is evil...

Quote
This is a standard q3map error message, not a bug. Q3map generated a badly-
formed BSP-tree from your map. Your map probably uses structural brushes in a
bad way.


maybe this helps a bit as well:

http://swat-clan.com/marko....+volume
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GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Friday, Oct. 24, 2003 02:34 pm
Thanks for the answer but i *think* my prob is different... the only brush i used was tree-clip-textured (1 brush) and i get the same error with the model only (no brushes at all).
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Friday, Oct. 24, 2003 09:30 pm
did you try without the model? or the model as a static model?
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GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Friday, Oct. 24, 2003 11:52 pm
I made more instances, without models and they compile fine...

For this instance i used a static model... are there more ways to add a model to a map? ???
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DuHaSt~rb
General Member
Since: Dec 23, 2006
Posts: 123
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 05:54 am
ASE models can be used and might be an option for you although I have yet to get them to work in SOF2 myself. I know they get compiled into the map which is one reason why I wanted to use them but again I am not very experienced with models of this type.
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 10:07 am
yes, you can use misc_models too, they are much better, as they are taken up in compiling the map and don't behave as entities. try using that instead of the static_model, rmb > misc > misc_model
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GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 10:47 am
Oh yeah, i forgot misc_model  :s9:

But it didnt work either... same problem as with model_static!

Without the clipbrush i get a different error: Unspecified error - please contact John or Rick :(
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GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 10:50 am
Quote (DuHaSt @ Oct. 25 2003, 7:54 pm)
ASE models can be used and might be an option for you although I have yet to get them to work in SOF2 myself. I know they get compiled into the map which is one reason why I wanted to use them but again I am not very experienced with models of this type.

What are ASE models?? I never heard of them ???
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Stannum~rb
General Member
Since: Dec 23, 2006
Posts: 428
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 11:50 am
You can import an ase or md3 mapmodel. Though I thought the ase format had more accurate vertex information.
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