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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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Necros 
does your qbsp version support the epsilon switch? If so, fiddle with it:) 
Thanks Guys! 
Very useful feedback indeed! 
 
should have mentioned that's with aguirre's txqbsp.
tried with -epsilon 0.01 but still getting that error. 
Hmm... 
slowly raising helped me in many cases. But surely it depends:) 
Found This By Accident 
Can be interesting to look at, lots of things can be used for Quake1 mapping too.

http://www.quake3world.com/forum/viewtopic.php?t=290 
Textures For Mapping 
Modified HL development textures. I find them useful for texturing curves and odd shapes. Uses full bright so you don't have to light anything.


Screenshot

Download 
"Textures For Mapping With Trenchbroom" 
 
 
I made some orange ones ages ago so I could map like half life. It's not need though tbh 
 
Regarding marksurface limits and stuff, I don't think I've ever seen a plain text description of what qbsp does exactly. I know it CSGs all the brushes together, then uses brushplanes to divide the resulting space, and those spaces are organized in a tree, but that's as much detail as anything's ever gone into. It's either that or "read and comprehend the source code." 
 
"read and comprehend the source code"

I think that's the main stumbling block. I tried to parse through QBSP at one time because I wanted to add some features but I ended up throwing in the towel ... It's insanity distilled into C form. 
 
i managed to pick up a lot of info over the years just from conversations with other people and reading snippets here and there. There are (or were) partial explanations of different parts of QBSP on the internet in various places. 
And Of Course 
from working in the engine source code, since that needs to interact with all the parts of the BSP file. 
Radiant 
Hmm, does Radiant 1.6 somehow work with Quake 1?

So, I've tried trenchbroom, kinda cool and modern, which I'm not so =) 
 
at the least, you could make the map in Quake 3 mode then convert it to Quake 1 format with aguirre's convmap utility. You'd need to extract all the textures in the wad too. 
Sproooony... 
I saw that sproony got it working... I'll just do what he did.

Whatever that was. 
If You Don't Mind Beta Testing 
I have a build here with quake 1 support: http://celephais.net/board/view_thread.php?id=60822&start=9 
 
Thanks a lot, that worked like a charm.
Now I only need to know how to compile, well, I know how, but where does one find qbsp and qvis and those things now?

When I have those things, I won't bother anyone until I show something =) 
 
i'd say this is a good start: http://www.voidspark.net/projects/bjptools_xt/

aguirre's tools were the best around, but the above ones expand on them in a lot of good ways. most notably they have detail and hit brush support.

there are others, MH has some and tyrann as well, but I don't use them so can't really speak to them. 
 
whoa whoa

whose site is that 
Those Are Rebb's "jury-rigged" Compilers 
they have aguirre's compilers as a base and added in all the new toys. 
 
That's what I thought, but the site/readmes don't say "by rebb" anywhere :\ 
 
Definitely also try Tyrann's Tools, they are in many ways done more professionally and he has a lot of experience building these things. In comparison i'm more of an ape hitting a pile of code with a bone. Also the TyrUtils lighting tool has some advanced features over the BJP based one.

It's probably a good idea to build your maps so they compile on different tools, allowing for tests to decide which work best for you. 
 
I use your txqbsp and wvis and tyrann's light, FWIW. 
So Do I 
 
Same Here 
 
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