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		 Powerups #12490 posted by Preach  on 2013/03/08 18:22:46My guess is that the powerups have fallen out of the level. In game, enter "developer 1" in the console before running your map and you should get a message telling you when they fall out. If so, try placing them a bit higher up - you want to avoid them intersecting the floor.  
		 Powerups #12491 posted by ijed  on 2013/03/08 18:30:01Should just work without anything else needed.  Not sure what's going on there.
 The second issue sounds like the HOM or Hall of Mirrors effect.  That means you've got some weird brushes that are making the vis process break.
 
 Look for stuff that's very small.  Try not to get smaller than 8 units unless it's for something that's also a func_door, func_wall or whatever.
 
		
		#12492 posted by negke  on 2013/03/08 18:40:38How big is the box and which engine do you run the map on? Sounds like Winquake choking on a huge box and items disappearing either due to an overflow or because they spawn in midair and drop down from a great height. If this is the case, reduce the size or switch to a modern sourceport (QuakeSpasm).  
		
		#12493 posted by negke  on 2013/03/08 18:42:58Or alternatively increase the texture scale of the box brushes to some large number, e.g. 99.  
		 Weird New Map Problem I did a bit of work on my map today and suddenly in the console it's giving this message -
 mod_loadtexinfo one or more textures is missing from bsp file
 
 But I have looked around the level and nothing seems out of place? Could this be some kind of limit that I have reached?
 
		 I Think That Was All :) #12495 posted by Dunno  on 2013/03/09 12:34:34Thank you all again, I think I finally got it all working. Now I just need to work on balance and good light, which is pure pleasure :)  
		 FifthElephant Did you remember to list all the .wads in worldspawn?  
		 OTP, I've not changed or added any new wads, been working from the same files this whole time but only in the most recent rebuilds it's sending this message.  
		
		#12498 posted by necros  on 2013/03/09 14:32:47Maybe animated textures not having all their frames added?  Do you see any checker board replacement textures in the game?  
		
		#12499 posted by necros  on 2013/03/09 14:33:32Oh, hold on, what engine is his?  Did you just enable developer mode?  
		 I'm Using Fitz But like I said I have only added extra textures from the same wad file (idbase_ultimate). Nothing removed or changed. I enabled developer mode after seeing the message and it lists off a lot of textures but I loaded up DM3 and that also listed missing textures too (but doesn't print the error message)...  
		
		#12501 posted by negke  on 2013/03/09 15:19:10Most likely a null texture on some side/back face or rogue brush. Open the map in a text editor and search/replace all instances of __TB_empty with some texture name from the wad.  
		
		
		What's the deal with worldcraft refusing to select certain brushes in the 3d view? Or textures for that matter? I don't ever remember it doing that.  
		 Nah #12503 posted by RickyT33  on 2013/03/10 22:29:45Mine doesn't do that.  If there are two brushes in the same place (or with a face in the same place) then you get z-fighting and it is hit-and-miss to select the one you want.  That is the only thing I can think of.
 Unless you have the dreaded 'hand-symbol cursor over the 3D viewport' bug, in which case you can try and upgrade your graphics driver.  That was a problem on some NVidia rigs IIRC.  Sometimes just re-starting Worldcraft can fix that one though, or re-booting the computer.
 
		
		
		It's neither of those. I was quite literally trying to click a single non-overlapped ceiling brush and instead its selecting some trim brush below and off to the side of it. Turning off hardware acceleration seems to have fixed it.  
		 Trenchbroom/Toetag Doesn't Build .BSP #12505 posted by EvilBunny on 2013/03/11 06:16:11 I'm not sure what I'm doing wrong. I haven't figured out how to even begin to comply a map in Trenchbroom yet (I've been testing both editors) and when I try to build one in Toetag it throws up the following error.
 Compiling: Full Rebuild
 
 ==========================================
 QBSP
 ==========================================
 
 qdir: /Applications/Quake/
 gamedir: /Applications/Quake/id1/
 outputfile: /Applications/Quake/id1/maps/dquake.bsp
 --- LoadMapFile ---
 /Applications/Quake/id1/maps/dquake.MAP
 6 brushes
 3 entities
 1 miptex
 3 texinfo
 forking hull processes...
 --- Brush_LoadEntity ---
 6 brushes read
 111044 meshes read
 ---- CSGFaces ----
 36 brushfaces
 24 csgfaces
 12 mergedfaces
 ----- SolidBSP -----
 24 split nodes
 6 solid leafs
 19 empty leafs
 0 water leafs
 33 leaffaces
 33 nodefaces
 ----- portalize ----
 ----- FillOutside ----
 36 outleafs
 ---- MergeAll ----
 6 mergefaces
 ----- SolidBSP -----
 6 split nodes
 6 solid leafs
 1 empty leafs
 0 water leafs
 6 leaffaces
 6 nodefaces
 ----- portalize ----
 writing /Applications/Quake/id1/maps/dquake.prt
 ---- tjunc ----
 12 world edges  24 edge points
 0 edges added by tjunctions
 0 faces added by tjunctions
 ----- MakeFaceEdges -----
 ---- GrowRegions ----
 6 regions
 24 real marksurfaces
 12 real edges
 --- FinishBSPFile ---
 WriteBSPFile: /Applications/Quake/id1/maps/dquake.bsp
 ************ ERROR ************
 Error opening /Applications/Quake/id1/<TApplicationDelegate: 0x10337d0>: No such file or directory
 
 ==========================================
 LIGHT
 ==========================================
 
 ----- LightFaces ----
 extra sampling enabled
 ************ ERROR ************
 Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory
 
 ==========================================
 VIS
 ==========================================
 
 ---- vis ----
 testlevel = 4
 ************ ERROR ************
 Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory
 
 ==========================================
 Finished
 ==========================================
 
 
 It's quite frustrating and it's been years since I made maps for Quake (or tried to, anyway)
 
 I messed with World Craft over at a friends house probably five years ago. It's amazing that Quake has two level editors for OS X yet DOOM has none. So I jumped on it.
 
 Any help would be greatly appreciated!
 
		 Paste That To Pastebin #12506 posted by SleepwalkR  on 2013/03/11 07:27:03Then post the link here. The board software is truncation long lines.  
		 Main Error #12507 posted by EvilBunny on 2013/03/11 08:18:34 Error opening /Applications/Quake/id1/<TAppli... 0x10337d0>: No such file or directory 
 This shows up on both qbsp, vis, and light builds.
 
 The other junk I posted isn't really needed I don't think. Sorry about that!
 
		 It's Still Truncated #12508 posted by SleepwalkR  on 2013/03/11 08:24:01Paste it to pastebin please.  
		 In Case You Don't Know It #12509 posted by SleepwalkR  on 2013/03/11 09:19:56 
		 EvilBunny #12510 posted by RickyT33  on 2013/03/11 12:29:11I think that the compiler UI/program is having problems writing to the path, maybe, but you can try these simple steps:
 1 - get the tools into a folder on your c:, like 'C:\quaketools\' or something.
 
 2 - Copy your tool's executables to that directory (TxQBSP.exe, Light.exe and WVis.exe preferably).
 
 3 - Launch a command prompt (Start-> Run (or search)-> type 'CMD', press enter, Or Start->All Programs->Accessories->Command Prompt.
 
 4 - Navigate to the new 'quaketools' directory by typing (without quotes) 'cd c:\quaketools'
 
 5 - Save your .map file (from your editor) into this new directory.
 
 6 - From the command prompt you can now run your tools 1-at-a-time.  Type 'txqbsp nameofyourmap', then after that you can run vis and light in the same way.
 
 This is the way the tools are supposed to be used, using your editors UI for the tools can be problematic for a number of reasons (Windows UAC for example).
 
		 Error Pasted #12511 posted by EvilBunny on 2013/03/11 12:29:22 http://pastebin.com/0K5Xj3DE
 
 I hope I did that right. I had no idea you were talking about a website. Sorry again! :X  
		 For RickyT23 #12512 posted by EvilBunny on 2013/03/11 12:31:51 Thanks for the suggestion. However, most of those instructions are rather foreign to OS X. I could look into it further, though.  
		
		#12513 posted by JneeraZ  on 2013/03/11 12:33:14ToeTag has some weird requirements ... I THINK you have to work in the id1/maps folder or the compiler won't work.  Something like that.  
		 Willem #12514 posted by SleepwalkR  on 2013/03/11 12:45:33/Applications/Quake/id1/<TAppli... 0x10337d0>
 This looks like it's trying to interpret an object as an NSString that really isn't one. Maybe that's the root of the problems?
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