#11237 posted by kaffikopp on 2011/06/17 01:23:31
Didn't get around to trying this out before now, but yes, apparently putting the commands inside quotes work. At least, the compiler seems to recognize the parameters "-extra4" and "-etp" as "Extra 4x4 sampling enabled
Enhanced Texture Positioning enabled" appeared in the compile process window, but "-soft 1" and "-gate 1" gave an "unknown option" error for some reason.
Also it didn't seem to make any difference whether I compiled with these parameters or not, here's two comparison shots from compiling with and without:
http://i.imgur.com/IlsWS.jpg
http://i.imgur.com/36dNX.jpg
#11238 posted by necros on 2011/06/17 03:02:20
try compiling from batch files/command prompt, or try my ne_q1spcompiler thing.
i seem to recall running the compilers in the editor console wasn't good for some reason. maybe someone can confirm/refute?
#11239 posted by jt_ on 2011/06/17 03:03:21
I think the options are -soft1 and -gate1.
#11240 posted by kaffikopp on 2011/06/17 04:57:11
Your compiler thing did the trick necros, that's quite a nifty tool you got there! Though I noticed I couldn't choose a map saved as .rmf to compile, and due to the oddity of maps saved as .map in Hammer turning up empty, I'm thinking it wouldn't be a problem if I just save the map (from .rmf) as .map when I'm ready to compile? Or would crucial information stored in the .rmf get lost?
jt_, soft1 and gate1 also gave the "unknown option" error. Guess the in-editor compiler isn't all that.
Also, while I'm at it - know if it's possible to list textures after which wad it appears in with Hammer, like with QuArK? At the moment every texture (1000+) from all the wads I've imported appear at once in the texture browser, which makes it quite tedious to find whatever I'm looking for.
#11241 posted by necros on 2011/06/17 05:08:34
no, -soft # and -gate # are the correct syntax.
as for textures, hammer has a filter where you can type in to just show textures with that string.
you could rename all your textures from one wad with a prefix of some kind?
i don't know much on that score-- hl2 has the filters all set up via scripts as well as filename. so you type c17 and you get all the downtown textures.
#11242 posted by kaffikopp on 2011/06/17 05:18:09
Yeah I tried adding a suffix to all the textures so I could just type in the suffix and sort them that way, but I'd have to search and replace each texture I've already used in my map with the renamed ones, which I haven't been arsed to do yet. Eh, I'll probably work it out.
#11243 posted by necros on 2011/06/17 08:29:43
there's a program out there that, i think, will batch import tgas into a wad. you could extract the wad, use a batch file renamer (google) then use the batch wad importer. i think baker made it? i just remember seeing it a while ago somewhere, probably i3d.
RE #11240
#11244 posted by RickyT33 on 2011/06/17 12:05:43
Yes - work in .rmf format, save in .rmf format. When you want to compile, export to .map and compile.
#11245 posted by negke on 2011/06/17 17:05:25
What is it that scrags are such fucking divas when it comes to the simple task of flying into a teleporter towards the player???
#11246 posted by Zwiffle on 2011/06/17 17:25:36
negke what is your problem specifically?
#11247 posted by negke on 2011/06/17 17:40:34
They are awake and fly back and forth in their closets but they carefully avoid the (touchable) teleport trigger most of the time. And then, when it's too late, they sometimes all teleport in at once.
#11248 posted by Zwiffle on 2011/06/17 17:48:47
Are you talking about teleporting in scrags? Why are they awake before they teleport in the first place?
#11249 posted by negke on 2011/06/17 19:32:04
All monsters are woken on map start. They don't have their own teleporter each to save entities and make for a slightly more random spawning effect. I might put a door behind them that slowly pushes them into the teleporter, or just leave it like that as they apprently all do spawn eventually.
\maps\smqx11_drew1a.bsp: No Such File Or Directory ???
#11250 posted by Drew on 2011/06/18 23:43:08
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\quake
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map" "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map"
** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
** Executing...
** Command: c:\program files\worldcraft\quaketools\txqbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
TxQBSP 1.12 -- Modified by Bengt Jardrup
Inputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map
Outputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp
------ LoadMapFile ------
Title: "Infiltration"
9818 faces
1621 brushes
515 entities
127 miptex
1569 texinfo
Added 26 texture frames
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
1487 brushes read
------ CSGFaces ------
----+----+
9010 brushfaces
7010 csgfaces
6320 mergedfaces
------ SolidBSP ------
7009 split nodes
2984 solid leafs
3888 empty leafs
138 water leafs
14284 leaffaces
13054 nodefaces
------ FillOutside ------
1548 outleafs
------ MergeAll ------
4866 mergefaces
------ SolidBSP ------
----+----+
2636 split nodes
1197 solid leafs
1341 empty leafs
99 water leafs
7706 leaffaces
5761 nodefaces
------ Portalize ------
1440 vis leafs
4711 vis portals
------ Tjunc ------
5582 world edges
20228 edge points
4337 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
************ ERROR ************
Entity with no valid brushes or textures on line 15942
Elapsed time : 0:04
Peak memory used : 8.2 MB
** Executing...
** Command: c:\program files\worldcraft\quaketools\vis.exe
** Parameters: -fast "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
---- Vis 2.31 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory
Elapsed time : 0:00
** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
----- Light 1.43 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory
Elapsed time : 0:00
any idea what is going on here? I have done very little since the last compile, when this worked just fine. Added a door with a clip brush.
#11251 posted by negke on 2011/06/19 00:03:06
It needs at least one brush with a visible texture. Clip brushes in funcs only work if the boundaries are defined by visible brushes.
The Reason There Is No File Or Directory Is Because
#11252 posted by RickyT33 on 2011/06/19 00:17:06
The TxQBSP program failed with the error:
Entity with no valid brushes or textures on line 15942
What you need to do is go to Map => Check for Problems
Then you need to scroll to the bottom and look for something like "entity with no brush". Highlight the error, then click on goto, close the dialogue and press delete. When you press 'goto' or 'mark' (i forget), it will send the 2D view to the middle of the map.
Thanks Guys, Thought It Might Be The Door
#11253 posted by Drew on 2011/06/19 00:19:50
One More Possibly Stupid Q
#11254 posted by Drew on 2011/06/19 00:23:00
I want 6 buttons which will target a trigger_counter. but I want each one to also target an info notnull explosion. I know in Quoth I could simply make target2. Should I be relying on relays here or what?
Drew: Yes To Relays
#11255 posted by Preach on 2011/06/19 01:26:28
You'd need to give each button a unique target and give the notnull the corresponding targetname. You'd then need six relays each triggered by one button, so that all the relays target the counter. Each relay has a different targetname, but the same target.
Are you using Quoth or not? :E
2 Unit Brushes Versus Qbsp
#11257 posted by madfox on 2011/06/19 05:56:18
some of the face-coordinates are too close together, and may cause troubles for some build-tools
error Quark6.1 ~ QBSP
If I ignore it compiles fine.
I couldn't find it in ToolTips.
I have some small brushes on lights that are ore only 2 units. If I turn them into func_wall they may be no problem for vis but then I loos my light additions.
What can I change, surround it with a brush clip?
Muad'Clip (Children Of Duh)
#11258 posted by negke on 2011/06/19 14:32:18
Re: scrags vs teles
Apparently flymonsters need a little more room to move for said setup to work. The teleport triggers were 8 units wide and placed against the wall. Making the room some 32 units longer, so they are now more in the open, allows the scrags to touch them properly when flying in the direction of the player. Seems they clip differently to the world than walkmonsters or something.
Thnx
#11259 posted by Drew on 2011/06/20 06:29:16
prbly wont do it anyway though
Ugh
#11260 posted by Drew on 2011/06/21 07:18:02
this is supposed to be an SM but still having problems here. a trigger, which was targetting a door, is no longer targetting a door. It is set up to do so as any other trigger would be, but it isn't working. any suggestions regarding what could be the problem/questions that might help?
#11261 posted by necros on 2011/06/21 09:38:27
door_dont_link on/off on the doors in question? that will be 90% of the problems with doors. :P
also note, linked doors with a target on each will trigger multiple times, just like unlinked doors.
linked doors with the same targetname will have problems too. i think they just don't open if there's an even number of doors.
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