
| Quake2 map editing can cause headaches,
frustration, and other forms of agony. When sending
in a problem report, include as much detail as possible and in which category it should go. Chances are that I won't know the answer, but that someone else will. When sending in a solution, please indicate which section/problem you are responding to! Solutions don't have to be 100% correct or absolute - anecdotal "this-worked-for-me" type of stuff can be valuable to others as well. Send problems and solutions here with the subject: QL2Problem. Thanks! |
| QBSP3.EXE |
| This is the Quake2 .map compiling utility
that produces a playable .bsp file. Please include details
such as which map editor you are using, what exact problem or error statement was displayed, and a bit of background to the map (general nature of its layout, what you're trying to do, etc.) |
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| To keep your game running at a reasonable
framerate, the potentially visible set (PVS) is
precalculated to help the engine out during gameplay. As a result, the game is able to figure out what the player can or cannot see from any (?) or various points throughout the level. This program will not function at all if
you have a 'leak' in your level. A leak is an opening in your
Maps that do not get QVISed will not light
properly via surface radiosity except for light generated
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| QRAD3 is the radiosity and lighting utility.
Any surfaces that have been assigned 'light' values will
be enabled correctly at this time, provided that there are no leaks as mentioned above. QVIS3 and QRAD3 tend to take much longer than QBSP3 in my experience with a P166/64. Indicate the error message received during its execution and any other relevant information. |
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| Sometimes things go wrong as the Quake2
console pops up, you type "map mymap" and the
game crashes back to the console a second later with something cryptic and suspicious... Those kinds of error and explanation reports go here. |
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| While there is no proven cure for lousy
gameplay, things can go wrong after "mymap.bsp" loads
and you reach a certain problem area in your map, be it a crash, something not as fatal, or something even stranger.... |