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WzMap - The Enhanced Q3MAP2 alternative.


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Posted
  On 11/16/2016 at 10:38 PM, Archangel35757 said:

any chance of better BSP decompiling back to .MAP files?

 

Not too sure how much is possible. It's been a while since I used it, but from memory it only can't do the shaders, right?

Posted
  On 11/16/2016 at 11:50 PM, DT85 said:

When I decompile a .BSP file,  the texture scaling, rotation & positioning aren't kept and are reset to default values.

 

I see. I will look into it when I get some time.

 

 

  On 11/17/2016 at 1:24 AM, DT85 said:

@@UniqueOne

 

Tried this on one of my DF2 maps and I get a warning in-game saying "light grid array mismatch" and I have a few missing textures that appear to have been replaced with caulk.

 

Think I know what the light grid issue is. I might need to compile a version of wzmap with original lightmap size for basejka.

 

Missing textures is a bit odd though. Anything special about them or their shaders?

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Posted
  On 11/16/2016 at 11:18 PM, UniqueOne said:

Not too sure how much is possible. It's been a while since I used it, but from memory it only can't do the shaders, right?

maybe you could chat with paulvortex or others who have written BSP decompilers?

Posted
  On 11/17/2016 at 4:08 AM, UniqueOne said:

Think I know what the light grid issue is. I might need to compile a version of wzmap with original lightmap size for basejka.

 

Missing textures is a bit odd though. Anything special about them or their shaders?

 

Nah just your typical base JKA kind of textures and shaders. I dunno, maybe fixing the light grid thing will fix this too..

Posted
  On 11/17/2016 at 12:11 PM, DT85 said:

Nah just your typical base JKA kind of textures and shaders. I dunno, maybe fixing the light grid thing will fix this too..

 

Try this update. I set MAX_MAP_LIGHTGRID to the jka default.

 

wzmap-basejka-lightgrid.zipFetching info...

 

Not sure it will have any effect on the missing shaders. Think I need more info to track that down.

Posted
  On 11/17/2016 at 11:37 PM, DT85 said:

@@UniqueOne

 

Still no change.

Here you go. Try this version. Seems to be working for me.

 

DOWNLOAD HERE

 

Sorry about the mega.nz link, jkhub uploader(s) seem(s) to be broken.

 

EDIT: New full upload on first post in the thread because of jkhub file issue.

Guest KENNITHH
Posted

Any idea if this will work for SOF2 aswell?

I mean the amount of models being used or is this only for Warzone Mod. And if only for Warzone Mod, could it be possible to make the adjustments  for SOF2 aswell? (not saying you have to)

Posted
  On 11/19/2016 at 7:46 PM, KENNITHH said:

Any idea if this will work for SOF2 aswell?

I mean the amount of models being used or is this only for Warzone Mod. And if only for Warzone Mod, could it be possible to make the adjustments  for SOF2 aswell? (not saying you have to)

 

I think it should work as it is now. You might be limited on how much of the procedural geometry you can add.

Guest KENNITHH
Posted
  On 11/19/2016 at 7:52 PM, UniqueOne said:

I think it should work as it is now. You might be limited on how much of the procedural geometry you can add.

 

ok I'm testing it out with a testmap I once made of CSGO's Italy, using a lot of its models but I get 2 errors: libxml2-2.dll and libpng14-14.dll missing, I'm using the base of GTK 1.4 and Q3MAP2 2.5.16

EDIT: Fixed by using paulvortex's BloodMap x64 folder and your .exe

Posted
  On 11/19/2016 at 8:05 PM, KENNITHH said:

ok I'm testing it out with a testmap I once made of CSGO's Italy, using a lot of its models but I get 2 errors: libxml2-2.dll and libpng14-14.dll missing, I'm using the base of GTK 1.4 and Q3MAP2 2.5.16

EDIT: Fixed by using paulvortex's BloodMap x64 folder and your .exe

 

You need to download the main wzmap file on the first page and then extract the last version over it.

Guest KENNITHH
Posted
  On 11/19/2016 at 8:27 PM, UniqueOne said:

You need to download the main wzmap file on the first page and then extract the last version over it.

None of the downloads work mate :D

& when compiling I get this error : http://puu.sh/snJkI/811968f3c5.png , perhaps cause of the use of bloodmap dlls?

Could you reup the whole deal ? I'm really curious if this'll work

Posted
  On 11/19/2016 at 8:33 PM, KENNITHH said:

None of the downloads work mate :D

& when compiling I get this error : http://puu.sh/snJkI/811968f3c5.png , perhaps cause of the use of bloodmap dlls?

Could you reup the whole deal ? I'm really curious if this'll work

 

Full new upload in the first post. Also put a few checks into the code you crashed on. Hopefully it will help.

Guest KENNITHH
Posted

Yeah it keeps crashing for me at FixBrushFaces with both my maps

Posted
  On 11/19/2016 at 9:59 PM, KENNITHH said:

Yeah it keeps crashing for me at FixBrushFaces with both my maps

 

I guess I could compile it with threading disabled for that section. Will need to wait though, i'm compiling a map at the moment, so I cant compile the exe.

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