Hey Hal :)
#15040 posted by DaZ on 2015/07/26 22:43:54
You need to create a folder called "maps" inside your "id1" folder and but bsp's in there.
GLHF!
Thank You, DaZ!
#15041 posted by Halvgoeden on 2015/07/26 23:35:08
Your advice and some more tinkering with file paths solved the issue.
First of all, I did not have a maps folder under Id1, so this was created. After that I set this as the source maps directory in Jackhammer.
Also noticed that there wasn't actually a .bsp being created when I exported, so this was solved (I think) by adding Fitzquake as the CSG Executable under the build programs list.
Woah There
#15042 posted by DaZ on 2015/07/26 23:50:38
FitzQuake isn't a compiler so you won't need to add it to the compiler setup (aside from the path for your quake executable). Also, quake doesn't use a separate CSG compiler (that is from the Half-Life engine) so you can leave that entry blank.
If a bsp file is not being generated then my best guess is that the bsp compiler found something wrong with the level and refused to create a bsp from the map file you gave it. Check the compile log for warnings and errors!
#15043 posted by Halvgoeden on 2015/07/27 00:27:49
Ha, that would explain why it's not working again! I'll remove the csg entry and see what's wrong with the map.
Thanks!
Earthquake
#15044 posted by adib on 2015/07/27 06:39:52
How do I make the land shake when something heavy falls? Is it possible?
#15045 posted by JneeraZ on 2015/07/27 11:19:39
Custom QuakeC. There's nothing built in.
Question
#15046 posted by DaZ on 2015/07/27 14:43:10
Someone asked me if there is a way to convert e1m1 (or any Quake map) to a format that 3dsmax can read.
Afaik Warren's obj->map util is one way only so I don't really know if it's possible. Any ideas?
#15047 posted by JneeraZ on 2015/07/27 15:47:09
It's totally possible to do write a program to do that but you're going to end up with a highly triangulated mesh. Basically, you'll get the resulting BSP triangle mesh which will be ugly as hell to work with.
#15048 posted by JneeraZ on 2015/07/27 15:48:03
Oh, but since I guess the E1M1 MAP source is available ... so I guess you COULD read that and generate brushes from it. But then that would be messy from a 3D modeling perspective since you'd have all these interpenetrating faces and unnecessary polygons.
#15049 posted by Spirit on 2015/07/27 16:14:09
Than's bsp importer to Blender rocks: https://developer.blender.org/T35778
You could convert from there or just stay in the wonderful suite. ;) Noesis might do it too, not sure.
If You're Seriously Crazy...
there is a n64 emulator that converts n64 geometry into obj files.
you could try to load up e1m1 there and give it a whirl. keep in mind that the n64 version of quake has reduced polys.
Thx
#15051 posted by DaZ on 2015/07/27 16:38:27
Was asking for a friend, Than's bsp -> blender importer will probably do the trick!
#15052 posted by necros on 2015/07/27 18:44:37
i wouldn't mind having a .map to max (ASE, OBJ, ..?) converter though. This way, I could build some structures in a map editor and import them into my 3ds max terrain as reference to build the terrain around.
I remember the Doom3 Editor had this ability, but it would be cool to have one for q1 .map format...
Necros
#15053 posted by ericw on 2015/07/27 19:04:40
Maybe try Crafty? I just gave this a test and it worked with a trenchbroom map -> crafty .obj export -> blender:
http://nemesis.thewavelength.net/index.php?p=45
Adib_earhquake
#15054 posted by madfox on 2015/07/29 03:23:15
I had extracted an eartquake as there is in the Hypnotic code, but without the other gadgets. Bad 3DInside is down.
Here is a simplified example with code.
See what you can do with it.
#15055 posted by Joel B on 2015/07/29 06:45:47
Hey FYI the inside3d forums have moved here: http://forums.insideqc.com/
Bsp2
#15056 posted by PuLSaR on 2015/07/29 12:49:38
Where can I find detailed information abount bsp2 format? Do I need bsp2 if I don't want to make a map of greater size than original bsp boundaries? I just have a lot of details, therefore a high brush count.
Pulsar
#15057 posted by ionous on 2015/07/29 23:20:27
There's a few factors, the main one being 65k marksurfaces limit. If you're above that, BSP2 it shall have to be. Check your compiler readout.
Worldcraft 2.0 Or Hammer 3.4?
I'm learning Hammer for Goldsrc right now, but some people told me Worldcraft 2.0 is better and more stable. Is that true?
What About Jackhammer?
#15059 posted by Breezeep_ on 2015/07/30 22:45:21
#15060 posted by necros on 2015/07/31 00:56:50
Trying to diagnose a problem...
Using Rebb's jury rigged txqbsp compiler, I get the following warning:
WARNING: Mixed face contents (Sky, Empty) near (4084 1880 2531)
Sky, Empty??? As in, no contents?
Yes
#15061 posted by mfx on 2015/07/31 01:22:44
there is some space between corrupted, due to face sharing/splitting i believe. Cut geo there.
Does Jackhammer have Trenchbroom's vertex mode? Because making complex shapes in Hammer is terrible.
Vertex Mode Is Go!
#15063 posted by generic on 2015/07/31 03:08:51
Pulsar
#15064 posted by mfx on 2015/07/31 03:09:34
Bsp2 doesnt raise the bounds, only the amount what can be stored inside them. On a easy note.
Still Ionous is correct, reaching the facelimit means you need to be switching to bsp2 for success.
Good luck.
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