Basic
compilation
Once created the map, place the lights, the playerstarts, the
eventual entity and above all make sure that there aren't leaks
(that is holes in the structure - in practice the inside of your map
must not communicate in any way with the outside); if you want to try
it in game, it is necessary to compile it.
For the
compilation, seen the big number of possible variables, special tools
of command line are generally used.
Nevertheless, at the moment the inside tools of compilation of the editor
are enough; the results however, especially in the presence of curved
surfaces or complex structures, will generally be rather raw.
Save the
map, then from the menu bsp select "bsp_fullvis"
(fig.1).
1
According to the complexity of the level and the power of the computer,
you may need from a few seconds to 2-3 days (in every case for the basic
examples introduced in the tutorial you need at maximum a couple
of minutes on the slowest pc).
Once compiled
make q3 start.
Lower the
console with the key \
sv_pure
0 (enter)
map mapname (enter)
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