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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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There Are No Compilers 
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 
Use necros compiling tools.

http://shoresofnis.wordpress.com/2010/03/31/ne_q1spcompilinggui-update-1-0-1-and-quake-stuff/

It will make your life a whole lot easier. 
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 
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 
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. 
 
try tyranns vis 
 
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? 
With Tyrann's tools?

I've been using them exclusively so might be able to help. 
Maybe This Will Be Helpful 
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. 
 
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. 
 
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 
Trenchbroom is being buggy on me! where the hell is the new update for the editor?! 
Re: Arg 
disregard that, I've got it to work for now. 
Uhm 
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 
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 
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 
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 
 
Que Elaborado 
Ok, I'll stop now. 
MergeAll Compile Step QBSP 
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 
Maybe it means use better compilers? 
Huh 
Are you trying to compile a map that is full of errors? 
Looks Like It's My Turn 
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 
Well 
Do you have some delay 3/4 lights in there? From what I can see you must have some errant lights in there somewhere, the other alternative being a very powerful sunlight value, but I can't see any sky in the screenshot.

Also, minlight isn't required - not having it, or a value of 0 count as the same. 
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