#12492 posted by negke on 2013/03/08 18:40:38
How 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 18:42:58
Or 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 12:34:34
Thank 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 14:32:47
Maybe 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 14:33:32
Oh, 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 15:19:10
Most 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 22:29:45
Mine 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 07:27:03
Then 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 08:24:01
Paste 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 12:29:11
I 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 12:33:14
ToeTag 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?
Thanks!
#12515 posted by EvilBunny on 2013/03/11 13:14:05
Wonder of all wonders... it was so simple and I didn't think of it..
Putting toetag in quake/id1/maps actually makes it work..
Ha. thanks again everyone :D
Ah - Sorry - I Assumed You Were Using Windows
#12516 posted by RickyT33 on 2013/03/11 13:59:31
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