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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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It Already Does 
TB2 shows you everything that's in the FGD file. It shows you all keys that have default values (in italics), and it shows you the descriptions (either in tooltips or in the text field below the property table). 
TB2 
keeps the brushing mode? I like the Smart brushing mode of TB 
I Don't Know What You Mean 
By smart brushing? 
 
30 seconds per quadrant, soft bristles, don't forget to floss. 
Lol 
srry, easy brush grid 
Haha! Johnny Law 
 
Easy Brush Grid?!? 
 
The Goods Of TB 
easy brush, pues hablo ingl�s a medias. :S 
Qbsp & Item Problem 
"no filling performed" why happens?

I don't know if the problem of dissapeared �TEMS in the bsp file have relation with it... 
Johnison 
read

"No entities in empty space -- no filling performed"
Normally caused by not having at least one entity that is positioned far enough from solid brushes. Move one of the entities further away from all walls.


Don't care. 
Ok 
Aaaah... 
QBSP Doesn't Find The Texture WAD Found By Trenchbroom 
So, the map has as texture reference the text "id1\QUAKE101.WAD" and Trenchbroom did locate QUAKE101.WAD ok, but when I compile the map it says "Invalid WAD location in world model" or something like that.

This means my map will have no textures! And in fact... I tested it.... all checkerboard! At least the shaders worked, but it still looked *horrible*! I can't withstand a texture-less map!

Please! What do I do now? My compilers and the map files are located respectively in "Documents\My Quake One Maps\compilers" and "Documents\My Quake One Maps" respectively.

OS: Windows 10 64-bit, x64 architecture in 64-bit system 
Try Setting Absolute Path To WAD 
 
 
That's a relative folder. The was has to be on that folder relative to where you are compiling from. I fond symlinks best for this. 
 
And how do I do symlinks? MKLINK? 
Nailgun Not Showing 
Along to this problem, I noticed the Nailgun is not showing in the secret pool I did, despite no warning showing in the compiler (other than that missing textures one). This is my first map.

I don't want to move my map folder to Darkplaces folder! That would make a mess !! 
It May Be Falling Out 
In the console type: developer 1

then load your map and check the console to check for any "fell out of level" messages.

It could be the bounding box of the nailgun is too close to another brush. 
Making Entities 
Thanks! What happened is that the bouding box of the nailgun didn't fit the pool (though the model did). I wish the bounding boxes of items were smaller ;_;

Btw, one last question, how do I make a entity from a BSP model? I mean, make a single lamp in TrenchBroom, compile only BSP then have a .bsp file used as model. What do I do to make it into a entity? 
 
Mklink /D newfolder old folder

That way you don't need copies of the files and can keep them all in one spot. 
Entity Limit..? 
Hello again...

My map is considerably small, and has little entities, but it seems any other item_ entitites I put in the map aren't showing. Only item_ entities! Could this be kindly explained?

I checked for whether it was because their bounding box touched any brushes. [b]It wasn't.[/b] 
Forgotten Info 
Oh, and before I forget, the previous item_ entities I put *does* show. 
 
In the console type: developer 1

then load your map and check the console to check for any error messages pertaining to these entities, and post the results here. 
FELL OFF WORLD 
Four "Bonus item fell out of world" and a single monster appeared in the wall.

Well, in TrenchBroom at least it says the items are right there where they should so idk ._. 
 
Bookmark or save this, which explains error messages:
http://web.comhem.se/bjp/tooltips.txt

"walkmonster in wall at: x y z"
"Bonus item fell out of level at x y z"

This console warning is caused by having objects (monsters, weapons, ammo etc) too close to or even partly inside solid walls. The objects may also not be too close to each other, make sure their bounding boxes are separated...


Does that account for all the missing ents, or were there more? 
Check Bounding Boxes 
While those entities may not be beside other brushes, they may be overlapping with the floor. Raise the problematic entities by 8 units or so (Don't worry, the player won't know the difference!). 
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