Yes
#15490 posted by Preach on 2015/09/29 19:28:31
In particular look at this one first, where czg's tutorial is copy-pasted:
https://tomeofpreach.wordpress.com/quoth/tutorial/rotation-overview/
Thanks, czg!
Question
#15491 posted by JohnisonBoa on 2015/10/11 22:04:12
I try to open my maps with ez,joe,fzquake, and gl quake and I can�t open .bsp and .map maps.
App error says "couldn't load gfx.wad"
What I can do? Be the folder order?
#15492 posted by Spirit on 2015/10/11 22:12:03
You cannot "open maps with the exe" if that's what you mean, You have to use the map command to load them.
Getting Close
#15493 posted by JohnisonBoa"thenoob" :| on 2015/10/11 22:15:31
And where I can get the command?
Store the games in quake/id1/maps
When you run the engine of choice you bring down the console by pressing the tilde key, this will be above your tab button and left of your "1" button.
Type "map yourmap" without the quotation marks.
You can only run a map if it's a .bsp file.
whoops.. the first sentance should be "store the maps"
#15496 posted by Spirit on 2015/10/11 22:41:26
#15497 posted by JohnisonBoa on 2015/10/11 23:06:44
Ok, the button onside the tab every time I use, so use map mymap.bsp is so easy and I don't use it...
What If
#15498 posted by madfox on 2015/10/12 04:42:25
a queer perfectionist would like to try to clear up a map from all its warnings?
There was a discussion about it some toppic numbers ago and it made me thinking.
The modern compilers correkt the warnings with healing points, I get weary eyes detecting the cutnode portals away, and reading the qtooltips it doesn't seem to matter much on the final compiled map.
So what am I trying to correkt?
Working on my last map I managed to lower the warnings from 148 to 14.
The last cutnodeportals stay a mystery to me as they are somewhere out of the brush area in open space.
Don't get me wrong, I'm not complaining.
I just want to nit out these warnings and confirm myself I did it right.
Sometimes I hate myself for bucking me with this question and in the end it doesn't seem to matter as maps with 1000 warnings play alright.
Does it extend the vistime, makes it a map go turtling, or are they just keen pointers to the way a better compiling can be obtained?
#15499 posted by mfx on 2015/10/12 05:33:42
With no visible HOMs and no clipping issues in that map after a full vis i'd say its fine.
Just ignore the warnings, check the map extensively, test every nook and corner for said issues.
Should be fine i'd say.
#15500 posted by Orl on 2015/10/12 06:20:24
warnings from 148 to 14.
That's all? I have 5277 warnings at this point in my map. You have some catching up to do.
#15501 posted by mankrip on 2015/10/17 21:06:58
Compiling the GPL'd vanilla maps is frustrating. Each compiler gives different warnings/errors on different maps.
Some map compilers are case-sensitive, but the texture extraction tools / WAD compilers store texture names as lowercase, while the textures' names in the .map files are in uppercase. Even Jackhammer has this disparity between its own texture extractor and .map exporter tools.
No way I'm going to manually rename every texture to uppercase, and I've found no tool that does this job.
Some QBSP compilers fails to compile E2M2, some fails to compile other maps, and none compiles all maps (the four episodes + DM1 to DM7) correctly.
Not to mention that several of those maps have some surfaces that tends to get wrong lighting or to be left unlit, therefore being displayed as fullbright.
Also, removing the "style" field from one of the light_flame_large_yellow at the start of start.bsp makes the room go almost fully dark, messes up with the entity triggers everywhere on the map, and readding the .style field to it doesn't fix the problem.
It seems even Shia LaBeoulf wouldn't be able to just compile those maps.
Shia LaBeowulf
#15502 posted by Lunaran on 2015/10/17 23:19:24
Notepad++
#15503 posted by ijed on 2015/10/18 20:26:08
Will allow you to easily fix the texture names in one find/replace session.
#15504 posted by mankrip on 2015/10/19 03:19:42
To find & replace I would still have to type each of the dozens of texture names manually.
I'll eventually code a commandline tool for matching texture names between .map and .wad files. This way, it can be included as an extra compiling step in Jackhammer and Worldcraft (I still haven't tried using Trenchbroom), before qbsp.
On Linux
#15505 posted by JPL on 2015/10/19 08:56:15
sed is your friend :)
#15506 posted by necros on 2015/10/19 14:51:26
Even on windows
Necros
#15507 posted by JPL on 2015/10/20 21:18:17
Oh, thanks ! I was not aware that sed was also available on windows (let's say DOS exactly).
great !
First Map
#15508 posted by dianus on 2015/10/22 22:01:03
Hi everyone, I am following Scampie's getting started with Trenchbroom and Quake guide (http://quakewiki.org/wiki/Getting_Started_Mapping) I've made it through the process step by step, all up to compiling. Necros' compiler (also tried this on command line on mac) does produce a .bsp but I can't load the custom map in game.
I feel as though I am missing a step. My directory is organized (quake/id1/maps) as expected. When I try to call the map in console I receive a "couldn't spawn server" message (tried this on fitzquake on windows, and quakespams on mac, same result) What am I missing here? I'm using the shareware .pak, does this make a difference? Excited to make some progress! Thanks for your help!
First Thought
#15509 posted by madfox on 2015/10/22 22:33:48
Did you place your .bsp in the quake/id1/maps folder?
Not sure if you can play a map with the shareware.pak alone.
This in case you use monsters like Hellknight, which need the fullware version.
First Map
#15510 posted by Dianus on 2015/10/22 22:43:30
Yep I structured the folders as you would expect (quake/id1/maps) I wonder now if it's because it's shareware. Is there any reason couldn't load a .bsp compiled for (fitzquake/quakespasm) The level is just a cuboid room with one light and a info_player_start
Second Thought
#15511 posted by madfox on 2015/10/22 22:58:47
For just a cuboid room/light and player it shouldn't be a problem.
You could type "path" in the console, without the connotaton marks to see where your quake executable leads to.
If it is quakeid1maps your bsp should be there and start playing after "map your.bsp".
Isn't there no default in your placed mapname,
ie no bsp behind it, or longer then 8 letter mapname?
I'm using Quakespasm also for the first time and found out it didn't worked the way I thought.
So what I did was making a subdirectory in the Id1 one, called it my game, made a new subdirectory called "maps" and placed my bsp into it.
Then after making a new shortcut from the quakespasm.exe with characteristics
quakespasm.exe game mygame I could start in the right directory.
Then I typed "map mymap.bsp" in the console and it went fine.
Oops
#15512 posted by madfox on 2015/10/22 23:01:06
I ment a subdirectory in the Quake folder, not the Id1 folder.
#15513 posted by ericw on 2015/10/23 01:20:58
I think the "couldn't spawn server" error is because the shareware version doesn't support custom maps.
Registered Quake
#15514 posted by Dianus on 2015/10/23 01:42:06
What do you need for a "full" copy of Quake, just the pak0.pak? Can you legally obtain that from the steam version?
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