Games\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp ub_cliff#2
Games\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 ub_cliff#2
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to Games\bsp\pball2\quake2\pball\
entering Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.map
Entity 0, Brush 144: mixed face contents
Brush: Line 1364, file Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.ma
p
Entity 0, Brush 163: mixed face contents
Brush: Line 1535, file Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.ma
p
Entity 0, Brush 233: mixed face contents
Brush: Line 2165, file Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.ma
p
Entity 0, Brush 276: mixed face contents
Brush: Line 2549, file Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.ma
p
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (1)
writing Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.prt
Writing Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.bsp
2 seconds elapsed
Games\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis -fast ub_cliff#2
Games\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 -fast ub_cliff#2
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
fastvis = true
reading Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.bsp
reading Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.prt
479 portalclusters
1466 numportals
0...1...2...3...4...5...6...7...8...9... (5)
Average clusters visible: 416
Building PHS...
Average clusters hearable: 478
visdatasize:61176 compressed from 61312
writing Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.bsp
5.0 seconds elapsed
Games\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 u
b_cliff#2
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in bsp\quake2\util
and delete the echo's from bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------
Games\bsp\pball2\quake2\pball\mapfiles>..\..\util\arghrad -gamedir bsp\pba
ll2\quake2\pball -chopcurve 128 ub_cliff#2
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to bsp\pball2\quake2\pball\ (game pak dir)
-chopcurve set to 128.0 (curve surface patch size)
----- Load BSP File -----
reading Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.bsp
"WARNING: Colormap not found - no colored texture lighting"
Couldn't load pball/lit2_2
Couldn't load pball/rock4_2
Couldn't load pball/lit2_5
Couldn't load pball/jailbars
Couldn't load pball/grassp1
Couldn't load pball/box_1
Couldn't load pball/grass1_8
Couldn't load pball/r_metal1
Couldn't load pball/b_metal1
Couldn't load pball/wizwood1_6
Couldn't load pball/r_brl2
Couldn't load pball/r_brt2
Couldn't load pball/clip
Couldn't load pball/w_brl3
Couldn't load pball/w_brt3
Couldn't load pball/b_brl2
Couldn't load pball/b_brt2
Couldn't load pball/hay_top
Couldn't load pball/ground1_6
Couldn't load pball/ncstone
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (32)
0...1...2...3...4...5...6...7...8...9... (99)
0...1...2...3...4...5...6...7...8...9... (1)
----- Save BSP File -----
writing Games\bsp\pball2\quake2\pball\mapfiles\ub_cliff#2.bsp
----- Time -----
135 seconds elapsed
Games\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap ub_cliff#2
Games\bsp\pball2\quake2\pball\mapfiles>copy ub_cliff#2.bsp games\paintball
2\pball\maps\inprogress
1 file(s) copied.
Games\bsp\pball2\quake2\pball\mapfiles>c:
Games\bsp\pball2\quake2\pball\mapfiles>cd \games\paintball2
Games\Paintball2>pause
Press any key to continue . . .