#16076 posted by metlslime on 2016/02/29 21:38:20
set "worldtype" in the level properties, that controls the style of keys that appear.
Can't remember if it is 1 or 2 for tech style keys
It's 2
#16077 posted by DeeDoubleU on 2016/02/29 22:23:52
Jackhammer?
#16078 posted by Hipshot on 2016/03/01 01:21:50
Once every year I keep coming back for some Q1 mapping, testing new or old things =D
Anyone used Jackhammer, or well, ofc someone have, but anyone use it "default" instead of something else?
A lot of people are using Jackhammer these days. Daz, Ionous, PuLSaR to name a few...
Most people are using it as a replacement for WorldCraft.
#16080 posted by necros on 2016/03/01 02:04:19
out of curiosity, how many people are using radiant now? i know some radiant users moved over to TB. I wonder if it's about split evenly now?
Radiant1.5.0
#16081 posted by madfox on 2016/03/01 03:16:16
Pretty sharp brushes, but dark viewport.
Never could make the setup to qbsp though.
^v^
GTKRadiant 1.6.0
#16082 posted by DeeDoubleU on 2016/03/01 09:25:44
Used it for everything, but vertex manipulation only works for simpler stuff (or maybe it is my hands "growing out of ass" as we say here).
Now using TB for complex rocks.
#16083 posted by Rick on 2016/03/01 15:35:00
"Pretty sharp brushes, but dark viewport."
Yes, default is dark, but there is a gamma setting in Edit> Preferences> Display> Textures.
+1 For Jackhammer
#16084 posted by Qmaster on 2016/03/01 18:18:52
I only use Jackhammer currently.
Jackhammer Vertex Manip
#16085 posted by Hipshot on 2016/03/01 19:07:57
I wonder, I get corrupt brushes from even the simplest (I think) brush manipulation, like trying to create a cliff side or such, is this a fault in the program or the compile tools perhaps?
Hipshot
#16086 posted by Kinn on 2016/03/01 19:11:11
It's a bug (feature?) left from WorldCraft - basically there is no brush validation when manipulating verts, so it lets you create rubbish.
However, I believe JH has an option somewhere to enable brush validation, which should prevent this. (I don't use JH so haven't tried it myself).
Noob Map Maker Needs Some Help.
So, I just started using TrenchBroom to make maps. It worked out fine, but I'm having an issue with my map from my server. My pc loads textures fine, but my laptop shows textureless. The error given says that I need a miptex lump. What is it, and how can I add this file to my server?
Thanks
#16088 posted by metlslime on 2016/03/02 01:43:22
are the textures in the bsp or are they replacement (.TGA) textures?
I don't know. I was able to extract the textures from the BSP though, so probably.
does the source of my textures matter?
Also, here is the output of my bsp compiler
------ FinishBSPFile ------
WriteBSPFile: maps\bigroom.bsp
94 planes 1880
522 vertexes 6264
116 nodes 2784
17 texinfo 680
366 faces 7320
603 clipnodes 4824
56 leafs 1568
398 marksurfaces 796
1820 surfedges 7280
911 edges 3644
0 textures 0
lightdata 0
visdata 0
entdata 1965
The textures says 0, so idk what is going on there.
Gonna Need Way More Than That.
#16092 posted by necros on 2016/03/02 02:57:08
what is your set up (where are your files, .map, .wad)
what compilers?
what is in the 'wad' key's value in the worldspawn of the map?
So, the only compiler I'm using is TxQBSP. I don't know if I need other things. My .wad file was ripped from quake, and I put it directly into the maps folder (id1\maps\textures.wad). I don't know how to respond to your last question.
My .map file is moved into the same directory as the compiler also (compilerfiles/maps/map.map)
#16095 posted by ericw on 2016/03/02 03:21:14
The .map file needs a list of the wads used so the compiler can find them and embed the textures in the bsp.
Add a key/value to worldspawn:
"wad" "textures.wad"
and make sure textures.wad is in the same directory as the .map when you compile it. That should fix the "0 textures 0" message.
If you have .tga replacement textures installed on the system where the map was displaying textures, that would explain why.
#16096 posted by necros on 2016/03/02 03:23:31
for the last question, in TB, select any non-entity brush and then look at the keys in the list and look for the 'wad' key, then paste what is there here.
but most likely, judging from where you said the wad file is, the wad file is in the wrong folder.
with quake, the textures are baked into the bsp file when compiling, and you don't place the wad file in the map folder.
the .wad file must be placed in the same path as specified in the wad key.
so if the wad key says "gfx\quake.wad"
that means your quake.wad file must be in a path relative to the .map file.
so say you had:
c:\work\level.map
your wad file would need to be in:
c:\work\gfx\quake.wad
Thanks a lot! The map worked when I put it on my server, and when I tested it locally. I use darkplaces, so maps will auto download when a client joins. Idk if classic Quake was like that though.
Anyway, thanks again!
#16098 posted by metlslime on 2016/03/02 23:29:00
this is interesting... so he had external textures installed which masked the fact that the bsp had no textures inside when played in a local game, but when downloading from a qw server the textures aren't loaded by the client? Does a bsp with no textures still have the proper texture names? Does a downloaded map have different behavior for loading external textures?
Anyway this is a novel way for a new mapper to be confused.
Well, It's Done!
So, I made my map. I have no idea how good it is, as it was designed for about 2-4 players, and played with someone once. When I played with my friend, we had lots of fun! I'm going to submit it here so you guys can try it out and tell me if anything is wrong with it. (Yes, I know the texture alignment is fucked up).
http://www.mediafire.com/download/bd0bwru0s8ivggr/dm_vertig.bsp
Also, I don't have any light sources in the map right now. You might have to turn some lighting effects off to actually see what you're doing.
|