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
Help, I Need Somebody; Help, Not Just Anybody...
#12517 posted by Mike Woodham on 2013/03/11 14:11:20
When I was youger so much younger than today, I never needed anybody's help in anyway. But now those days are gone, I'm not so self assured so I need someone to look over my map and play test it for me.
But there's a bit of a barrier: I will not change anything - not game-play, textures, lighting, music; not nuffink nohow. I just want to know if it works, can be played, and doesn't get broken during play.
I really just want confirmation that it is good enough to release to the ever eager public (all 29 of you), or not as the case may be. A kind of second opinion because it most definitely is not as I originally intended.
Anyone up for that? Just one? It's a big file...
Me
Post Screenshots
and upload the file somewhere, you will usually receive critique in no time...
He Knows
#12520 posted by RickyT33 on 2013/03/11 15:24:24
This is for a pre-release final bug check thrash of the map, so he doesn't want it to be public.
#12521 posted by JneeraZ on 2013/03/11 15:30:06
SleepwalkR
Oh I'm sure it's something like that. It's a bug I actually fixed in what was going to be the next version of ToeTag before my Mac died and I haven't gotten back to it ... maybe one day. :P
Yeah
#12522 posted by SleepwalkR on 2013/03/11 15:47:18
Competition is good for business ;-)
Onetruepurple
#12523 posted by Mike Woodham on 2013/03/11 17:30:48
Thanks for offering; send me your contact details: boss 'at' mikewoodham 'dot' com
I will be airborne for some time so I will not reply immediately.
Mike
#12524 posted by ijed on 2013/03/11 18:23:33
I think there's like 31 people who play now, thanks to TrenchBroom.
Ijed
#12525 posted by Mike Woodham on 2013/03/11 18:44:14
Yeah, it looks good - if I was still mapping I might have given it a try, although I have absolutely no issues with BspEditor.
I wonder how many people really do still play Quake SP maps?
#12526 posted by negke on 2013/03/11 22:16:03
Normally you'd have it tested BEFORE running the long fullvis.....
#12527 posted by wakey on 2013/03/12 16:16:45
"I wonder how many people really do still play Quake SP maps?"
At least the people here ^^
Only The Lonely, Know The Way I Feel Tonight
#12528 posted by Mike Woodham on 2013/03/12 17:41:16
Ooops, excluding the times that I have play-tested my own map, I haven't played Quake for years.
They're Coming To Take Me Away Ha Ha, They're Coming To Take Me Away
#12529 posted by Mike Woodham on 2013/03/12 17:51:34
So I'm just packaging the map for OneTruePurple to play test for me and have a quick look at the darker areas of the map and holy smoke, there's coloured banding all over the dark corners - there'a lot of dak corners as it's a 'cavern' map.
I've only seen these areas after quick Light and quick Vis and they have never shown up with this banding before. I thought running the Utils full-on was supposed to improve the quality?
I used my i7 laptop Nvidia with latest drivers, and my Pent4 with ATI, and they both show the same soddin' thing. What gives? (rhetorical question, I just need therapy)
Ying Tong Ying Tong Ying Tong Ying Tong Ying Tong Yiddle Eye Po!!!
#12530 posted by RickyT33 on 2013/03/12 19:19:07
How Many Roads Must A Man Walk Down
#12531 posted by Mike Woodham on 2013/03/12 19:47:42
No, I really am cracking up. Four years ago I used the same computer, same video drivers, same utils, same settings, and the same map file (FMB_bdg). The FullLight/FullVis I did then produced a perfectly acceptable dark-corners map with no banding - I have the original bsp output file, I've checked it.
Now, the only thing I have added since then is the Skip util; I didn't use the Skip texture in the map but it runs automatically as part of the batch file for a FullVis.
Can anyone shed some light on this (not too much in the dark corners though)?
What seems quite rediculous is that I can run a quick Light/Vis and there is no banding. As there's also no grey-flash or snagging etc, should I just release it not fully Vis'd.
Is that heresy?
Yes!
#12532 posted by ijed on 2013/03/12 20:20:42
But you should be able to run light independently of vis anyway - removing the banding by having the x4 or whatever turned off.
So you shouldn't need to re-run vis to regenerate the light map. I think.
Yeah Mike
#12533 posted by RickyT33 on 2013/03/12 20:24:44
Just re-do light.
Wood'um
#12534 posted by negke on 2013/03/12 20:26:35
What's this about banding - care to post a screenshot?
Btw, if you still have the original .prt and .vis files, you can fix certain things that require a QBSP recompile (texture errors to a certain degree, bmodel positions) and simply insert the fullvis information on the fly.
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