Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Interesting, that's pretty close to how I stumbled my way to replacing the textures. Though I should definitely read the info about proper material authoring.
Now if only they made a similar guide about setting up a level editor (did they by any chance?).
If you upload the map file somewhere, I can take a look at what's crashing. Or you can try building and debugging the engine yourself.
No, we didn't edit the maps.
For compiling the maps I'm using kmqbsp3.exe, qvis3.exe and arghrad.exe but I don't think the last one is actually needed for maps if purely intended to be rendered with RTX - for variants of the engine that use newer features than the stock engine then modified versions of the BSP and lighting compile tools are highly recommended.
I haven't modified my level editing environment in any way for RTX so far though it would probably make my life easier if I did make some changes to better reflect the newer textures - I created a few maps that serve as texture libraries I can fire up to find something that looks like I want out of the provided materials - haven't got around to building my own materials yet.
Even a basic hollow cube crashes for me in RTX rendering mode, but it works on the Steam release of Quake 2, on 1.1 and on 1.2 in openGL rendering mode.
That said, I am 99% sure my issue is with my compile setup and not the map, since I can run downloaded maps just fine, but they stop working if I try to recompile them.
The issue is, I can't really understand how to setup the compilation process in QERadiant, which is why I use QuArK in the first place (it has a pretty simple UI and a list of suggested tools to use, and probably pre-defined parameters).
Unlike WAD or UT editing, it's hard to find any end-user friendly documentation on how to setup a Quake 2 editing environment properly.
kmqbsp3.exe -chop 240 -noorigfix mapname.map
qvis3.exe -threads 7 mapname.map
arghrad.exe -threads 7 -extra mapname.map
set threads to an appropriate number for your compiling machine and mapname.map to the map you want to compile.
When I've had time to fix a couple of things I'll share the batch files I use.
(If you are making a map purely for RTX then the arghrad stage is probably redundant - definitely won't gain anything from the extra flag).
Alright, I gave this a try and it worked!
Not exactly sure if QuArK uses parameters that 1.2 doesn't like, or what, but anyway, thanks a lot. I will still try to diagnose exactly what I was doing wrong. But this simple set of batch instructions really helped me!
arghrad.exe -threads [n] -bounce 8 -extra mapname.map
[n] your threads (8 , 16 etc)
-bounce 8 for better radiosity
Geoffrey De'wan's compilers (he did arghrad). They're the best imho :-
http://home.insightbb.com/~gryndehl/q2compile/quake2.html
If I find any as I work on new maps, I definitely will.
I think it would be fantastic if the team at nVidia could roll up a little guide to help users setup a map editing/compilation environment. Unlike Doom and Unreal, it's much harder to find guides for this game, and new maps are a great way to showcase RTX.
They're remastering the graphics, not teaching people how to be game developer. There's a ton of tutorials out there on map editing, decades old. You just need to look.
Obviously, I found tutorials and figured it out. The issue isn't learning how to map, but figuring out a good pipeline and set of tools to use when mapping.
The fact that the tutorials are decades old is part of the problem. It's not trivial to find the compilers, especially when compared to finding a copy of UnrealEd or any Doom editor.
And before you tell me to google the compilation tools. Obviously I figured it out already, the issue is that it's not simple to do, whereas the process of actually making a map is quite simple. So there's just an arbitrary limitation to getting started.
Fair enough.
It took me about 1/2 hr to google and sort out a .bat file (as I'd forgotten that bit from the 90's). I think some of us are just better with Google-fu than others. No disrespect.
GL .