Compiling On Mac OSX 10+
#13402 posted by prizeonex on 2013/12/16 11:17:54
What is the best way to compile a map with the newest MacOS? I'm using trenchbroom to make levels and it says there are compilers built in but I don't see any way to actually use them, which I don't understand.
There Are No Compilers
#13403 posted by SleepwalkR on 2013/12/16 12:55:42
built into TrenchBroom (unless you're using the very old version which I released for Mac OS only about two years ago). You need to download the binaries yourself, for example from here: http://disenchant.net/utils/
Then you need to figure out the command line parameters (see the manuals in the downloaded zip file) and call them from your terminal in the correct location.
Compiling Made Easy
How To Use The Compiler -
Here's a tutorial on how to do the initial set up, once it's up and running you'll be flying.
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/
Re: Necros Compile Tools
#13406 posted by quaketree on 2013/12/16 18:20:27
I believe that those are for Windows and not Mac.
Did he say mac? I wasn't paying attention at all.
Beating 65535...BSP Faces Limits Tips
#13408 posted by Qmaster on 2013/12/21 18:44:57
Does anyone have tips for defeating the unsigned short integer limit of 65535 faces or verts in a bsp file?
I currently have in Worldcraft map info:
Solids: 14828
Faces: 90024
etc.
This number will probably reach around 150000 faces as I finish the map (I'm about 70% done). I have not compiled in over 10 months as it would probably take that long for vis to finish. Is it possible that I could still compile and beat the limit? I would like to stay within BSP if possible and avoid BSP2.
#13409 posted by Spirit on 2013/12/21 19:07:13
try tyranns vis
#13410 posted by Qmaster on 2013/12/21 19:45:46
Tyrann's qbsp never works for me. I just tried his latest version 0.14 and it still crashed.
Most of my brushes are created to break up an otherwise boring wall into interesting textures. I have an idea to create a couple dozen textures for specific walls to be able to make just one brush instead of I dunno 5-10. But that raises this question:
What are the texture limits for standard bsp 29?
# of unique textures?
Max texture size (e.g. 4096x4096)?
# of instances of each texture?
I can't find the limits anywhere. Google has failed me.
What Is Your Crash?
#13411 posted by ijed on 2013/12/21 20:37:38
With Tyrann's tools?
I've been using them exclusively so might be able to help.
Maybe This Will Be Helpful
#13412 posted by Rick on 2013/12/21 21:54:50
Making Textures For Quake
Be careful about the max size, I once made a texture that was 320 units tall and for some reason the alignment was off at the top by a small amount, as if the texture height had been changed by a pixel or two.
#13413 posted by Rick on 2013/12/21 22:05:53
Actually, after reading that page again for probably the 10th time, the following finally sunk in:
OpenGL requires that all textures have dimensions which are powers of two (1, 2, 4, 8, 16, etc.) When GLQuake loads a texture with non-power-of-two dimensions, it resamples it, very poorly, and passes it to OpenGL with power-of-two dimensions. So it's a good idea to make your texture dimensions powers of 2 to begin with, to avoid ugly resampling.
Guess what? 320 is not a power-of-two. Duh.
I was probably a victim of the poor resampling.
#13414 posted by Spirit on 2013/12/22 01:21:07
tyrann is an active developer, send him a proper bugreport with files to reproduce it and you might get a non crashing toolkit in days.
ARG
#13415 posted by Breezeep_ on 2013/12/22 03:50:59
Trenchbroom is being buggy on me! where the hell is the new update for the editor?!
Re: Arg
#13416 posted by Breezeep_ on 2013/12/22 04:22:46
disregard that, I've got it to work for now.
Uhm
#13417 posted by SleepwalkR on 2013/12/22 08:42:08
Please use the TrenchBroom thread to report problems, and if you don't give me bug reports, you won't see your problems fixed.
And Remember
#13418 posted by ijed on 2013/12/22 14:16:43
SleepwalkR is doing this as a hobby, for fun.
In any case, how goes TBv2?
I see you knocking down issues on the devtrack at a decent pace :)
Ijed
#13419 posted by SleepwalkR on 2013/12/22 16:38:53
It's going well, but there is still a lot to do... I can't really say when I can release something.
Tyrann's Qbsp Finally Works For Me! Worldcraft Rounding Finally Gotme
#13420 posted by Qmaster on 2013/12/23 00:10:34
I got it to work. Had to compile as bsp2 but hey I have 80000 already and have at least 50000 to go before I sleep. And polys to go before I sleep.
I found out why Tyrann's qbsp "seemed" like it wasn't working. It stops outputting to the console after upteenhundred "WARNING: Brush with duplicate plane" warnings but still compiles.
And on that note. Is there an rmf to .map converter that won't round my smaller brushes' verts to x.0?
Thanks For The Suggestion Spirit But It Was My Fault Not An Actual Bug
#13421 posted by Qmaster on 2013/12/23 00:12:29
Que Elaborado
#13422 posted by ijed on 2013/12/23 00:18:49
Ok, I'll stop now.
MergeAll Compile Step QBSP
#13423 posted by Qmaster on 2013/12/23 04:46:29
What does WARNING 21 : Too many edges in TryMerge mean? I don't understand what this means in the docs:
// =====================================================================================
// TryMerge
// If two polygons share a common edge and the edges that meet at the
// common points are both inside the other polygons, merge them
// Returns NULL if the faces couldn't be merged, or the new face.
// The originals will NOT be freed.
// =====================================================================================
IDK
#13424 posted by ijed on 2013/12/23 04:53:36
Maybe it means use better compilers?
Huh
#13425 posted by Rick on 2013/12/23 05:23:26
Are you trying to compile a map that is full of errors?
Looks Like It's My Turn
#13426 posted by skacky on 2013/12/23 11:14:04
I added quite a bit of stuff in my map and hit the MAX_MAP_ENTITIES with TyrUtils 0.6, so I switched to a more recent version (0.10). The map compiles fine, however areas that receive no illumination are now fullbright, and this even with a minlight setup in worldspawn. Is there a way around it or am I doomed to use very dim lights with very big radii?
Here's a shot so show you: http://i.imgur.com/O9ll73V.jpg
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