|
Newbie
#14007 posted by mfx on 2014/07/05 21:40:45
Re: not appearing textures.
Check the concerning brushes, maybe you�ve got duplicates there.. I had that once.
Mfx, You Are My Hero!
#14008 posted by total_newbie on 2014/07/05 21:46:33
That was exactly it -- duplicates!
Wonder how that happened?
Ctrl+D?
#14009 posted by mfx on 2014/07/05 21:51:48
and Gin?
That Would Probably Do It.
#14010 posted by total_newbie on 2014/07/05 22:01:07
Hehe :-)
Actually, I didn't even know there was a Ctrl+D function until now.
I rather suspect it has something to do with selecting a brush and then Ctrl+ clicking something else to select it too, and inadvertently moving the first brush and moving it back without noticing.
#14011 posted by Lunaran on 2014/07/05 22:44:09
An indispensable program:
http://quakeone.com/files/9-mapping-developer-server-admin-tools/22-texmex-3-4/
mother
fucking
tex-meexxxx
Open all the wads you want, drag all the textures you think look good together into one wad, only load that wad in the editor. Export/import from sane image formats to create your own additions! Hide stupid messages in your trigger texture! In a solid, utterly bug-free (albeit windows only) GUI app.
It's the best tool. Does what it says on the tin and it does it well.
What ever happened to Mickey? I heard he disappeared because he went broke and had to start couch surfing but that was ten+ years ago. (the economy is way better now!)
TexMex
#14012 posted by ijed on 2014/07/06 01:12:42
Is awesome.
OK, The Compilers
#14013 posted by RickyT33 on 2014/07/06 05:32:46
I assume you might be using an editor that exports a .map file and runs the tools automatically? Whether that is the case or not, realize that the tools are standalone apps. In order to make a playable and lit .bsp file, you need to run three apps, in order.
Export your .map file from your editor and put it in a directory on your root hard drive called 'compile' or something. Now you should't have to worry about the wads not working, because inside the .map file there there is a little bit of text where the full location for the .wad textures are.
Now in order to run the tools, you need to make a batch file, or a shortcut, or preferably usie something like a command prompt (If your on Linux then this should be no problem I guess), and navigate to the directory where the tools and .map file are.
(in Windows i click the start button, type cmd then enter, or go 'all programs'->'accessories'->'command prompt'. Then i would type (without quotes) 'cd c:\compile' then i would see 'C:\>'
Here I can use the tools. The bqsp tools are simple. You just type the name of the tool and the name of the map. So if I had a file called blahmap.map, I would literally type (without quotes) 'txqbsp blahmap'. Once your map has been built (if successful) you could then process the light entities so the light tool can add the shadows information to the map. Here we see how I can use a parameter:
light -extra blahmap
As for the text editor, it doesn't matter what you use as long as it can handle big file sizes, because the file is full of numerical co-ordinates for different brushes, and they can get to be very very big, for a text file...
The Mapfile
#14014 posted by RickyT33 on 2014/07/06 05:36:26
Contains all of the info for the entities, just like JSON or something like that. So you can edit certain things quite easily like targetnames, and entity names (like a door called 'bob'). But you can also easily edit the path information about the location on the HDD of the .wad files, or .hlwad files - whichever you use. TxQBSP supports .hlwad and .wad files.
Load the .map file into a text editor and search for the word 'wad' - you will find it :)
TexMex
#14015 posted by quaketree on 2014/07/06 07:55:21
If that doesn't do it for you then it's safe to say that it can't be done. Not for Quake anyway.
Help With Arghrad
I'm finding on my map I'm getting overly bright red corners on my lighting (even where there isn't a light touching it). Has anyone got any experience with mapping with Quake 2 engine games?
https://www.dropbox.com/s/814f7f7htjgrx0r/Htic2-02.jpg
https://www.dropbox.com/s/vg9zld2x0d0idef/Htic2-03.jpg
I Think I've Figured It Out Myself.
I decided to change a bunch of textures on some surfaces. Updating floors, roofs and ceilings etc.
I think surfaces have a maximum allowed size and then Rad starts freaking out. It's a weird problem that doesn't occur in Quake 1 but seems to occur in Quake 2 engines.
Anyone Know How To Get Quoth 2.2's Fgd To Work With Trenchbroom?
#14018 posted by Breezeep_ on 2014/07/06 17:08:57
Perhaps...
#14019 posted by Preach on 2014/07/06 20:58:10
You might try downloading it again. The original file, released at the same time as Quoth 2.2, had some syntax errors - it turns out that the worldcraft parser is quite fault-tolerant, in a way that some other editors are not. I uploaded a version about a month later, which had these errors fixed. It now loads in Radiant, where it didn't before, so worth a shot I guess...
#14020 posted by Breezeep_ on 2014/07/06 21:03:50
where can I get the fixed version?
#14021 posted by necros on 2014/07/06 21:55:16
isn't the fgd included with trenchbroom?
Here
http://www.quaketastic.com/files/misc/quoth2.fgd
Necros: Not the 2.2 one, no.
Preach: You may want to update that link in your profile. ;~)
When I Try To Use The Fgd In Trenchbroom:
#14023 posted by Breezeep_ on 2014/07/06 22:15:39
I get this error. Parse error at line 1166, column 44: Expected token type integer number but got decimal number
#14024 posted by Spirit on 2014/07/06 22:23:42
Change "integer" in that line to "string".
#14025 posted by Breezeep_ on 2014/07/06 22:38:07
How am I supposed to do that?
Oh Nvm I Think I Get It Now, I'll Have A Look At It.
#14026 posted by Breezeep_ on 2014/07/06 22:38:48
Strange
#14027 posted by Breezeep_ on 2014/07/06 22:54:42
I changed "integer" to "string" and I'm still getting the error. must be something to do with the "delay between flashes" being set to 0.2
#14028 posted by Spirit on 2014/07/06 23:04:30
damn, I was just guessing though. Try removing the whole line and see if that helps. Don't blame me later!
String And Quotes
#14029 posted by mechtech on 2014/07/06 23:27:04
wait(string) : "Delay between flashes" : "0.2"
Need "" for string default values, might be it?
Ok
#14030 posted by Breezeep_ on 2014/07/06 23:27:29
that worked, but the models don't show up.
at least it still works.
RickyT23, Re: Posts 14013 + 14014
#14031 posted by total_newbie on 2014/07/07 13:09:30
Thanks very much for the detailed explanation.
No, I do realise that the compilers are standalone. I've been using TrenchBroom to map and them LordHavoc's hmap2 to compile (to test stuff), for which I use the terminal (i.e. the Linux "command prompt"). It's just that I could not get qbsp to work, as I clearly wasn't typing the right commands. I'll try it again later, but for now everything's working again and I've fallen back on hmap2. The problem was not with the compiler, but with the fact that I had duplicate (and as it turns out, triplicate, quadruplicate and quintuplicate) brushes), as mfx suggested above.
Still not sure how that happened, but I hope it won't happen again, as it was a pain to track down and remove all those duplicates. And no, I wasn't mapping under the influence! :)
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|