It's Not TrenchBroom.
#16401 posted by SleepwalkR on 2016/04/23 16:16:59
There is a leak in your map. Afaik, the point file trace always starts and / or ends in entities. The algorithm uses entities to determine what the inside of the map is.
SleepwalkR
#16402 posted by mankrip on 2016/04/23 16:56:19
Thanks for the hint, this may also be why some vanilla GPL maps gives the same error. I'll look into this.
#16403 posted by Rick on 2016/04/23 18:21:44
Load the map and enter the pointfile command in the console. Turn on noclip and go find the dashed line. The line will lead you through wherever the leak is on its way to whichever entity it reached first.
Or
#16404 posted by SleepwalkR on 2016/04/23 18:55:34
Load the point file in TrenchBroom. Note that the file must be in the same directory as the map file and that the base name of both files must be identical. The next beta will allow you to load point files from any location.
#16405 posted by Trist on 2016/04/23 23:08:29
That was really fast, I fixed my problem immediately after you pointed that out, thank you a lot
#16406 posted by mankrip on 2016/04/24 03:11:09
I've realized Jackhammer loads point files automatically, as rainbow-colored lines.
Also, after spending hours trying to understand how to fix the leak, I've figured out that the pointfile ends exactly where there's an empty BSP node that must be filled. Problem solved.
Func_group
#16407 posted by Ruin on 2016/04/27 05:47:10
Is there a way to use func_group in Trenchbroom? The option is there, but it doesn't seem to work. I tried it with two brushes, and all it did was group the brush's bounding boxes together, but I was still able to manipulate both brushes independently.
Ruin
To select the group you double click
In TB2 That Is
#16409 posted by SleepwalkR on 2016/04/27 12:28:06
You can get the latest beta from http://kristianduske.com/trenchbroom under downloads.
Thank You Both.
#16410 posted by Ruin on 2016/04/27 17:12:54
#16411 posted by anonymous user on 2016/04/30 00:22:38
Noob question. I'm having trouble getting the Zerstorer entities into Quakespasm. I can load the mod in the Mod tab but the entities don't populate. Looking at the documentation (I'm using TB 2.0.0) it seems like I need a DEF or FGD file, but I don't see one in the zer folder. I do see a list of "entity definitions" in the dev readme but I'm not sure what to do with it.
If anyone can help, or hell, better yet, post a DEF or FGD file with the models already set up to display in TrenchBroom, that would be very helpful!
Def Files
#16412 posted by Preach on 2016/04/30 23:28:09
I'd try pasting those entity definitions into a text file, and saving it with the filename "zer.def". You won't get the models, because that's a 2015 feature in a 1997 defintion file, but it should be usable.
#16413 posted by anonymous user on 2016/05/01 07:36:05
Never mind, I actually found an FGD file put together by CZG in the Zerstorer Mapjam thread. Thanks anyway.
Ok, so now for my real question. I started putting together a map for Quoth using Trenchbroom 2 (not Quakespasm as I said above, lol), but my ultimate goal is to make a map using Quoth entities BUT ALSO the riot controller (SSG replacement) from Zerstorer--but nothing else from zer. Trenchbroom allows me to load multiple mods into my map, and I also copied everything relevant to the riot controller from the zer FGD file to a copy of the Quoth FGD that came with Trenchbroom. This seems to do what I want, since I can see everything Quoth in the entity panel, plus the riot controller.
So is it that simple or am I opening the door to all kinds of horrible conflicts between the two? (I'm not close to a point where I can compile it and test it out.) Also, how does using multiple mods for Trenchbroom actually work in terms of running the map? I've noticed that I can only select one set of entity definitions at a time, making me wonder how multiple mods fit in. This doesn't really seem to be detailed in the TB documentation.
Multiple Mods
#16414 posted by Preach on 2016/05/01 08:24:11
Also, how does using multiple mods for Trenchbroom actually work in terms of running the map? I've noticed that I can only select one set of entity definitions at a time, making me wonder how multiple mods fit in. This doesn't really seem to be detailed in the TB documentation.
Although I have heard of an engine that tried to support this, in general there is no way to run more than one mod at once. Certainly for a first map I think that focusing on one would be the smart thing.
#16415 posted by anonymous user on 2016/05/01 08:27:01
Figured that would be the case. Thanks for taking the time anyway, cheers!
That Isn't Going To Work
You would need the source code for both mods and you would need to copy the relevant bits of code over to quoth and compile it. Not forgetting the assets like the model and sounds
It's A Bit Misleading
#16417 posted by SleepwalkR on 2016/05/01 11:38:18
Mods actually just add more directories to search through for assets such as models. That's all.
#16418 posted by anonymous user on 2016/05/01 13:37:17
Well, that's on my wishlist for the next Quoth update then ;)
Malformed Map File
#16419 posted by aDaya on 2016/05/01 15:22:37
Haven't had that one in a while...
Tried to open map2 of my mod in TB, but I had this in red:
"Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 178, column 65"
I opened the map file in Sublime and went to the line, but it seems perfectly normal...
"( 32 2960 -48 ) ( 32 2960 224 ) ( 320 2960 -48 ) rock 6 0 0 0 1 1"
I tried to delete the line, but the error kept coming, so I deleted the paragraph, this time the error went to another line, which has the same "rock 6 0 0 0 1 1" in its paragraph.
I'm kind of afraid deleting all the paragraphs containing that line would delete an integrate cave I had to model, and TB didn't bat an eye to this.
That Looks Like A Quake 2 Map File
#16420 posted by SleepwalkR on 2016/05/01 16:00:54
Fixed It
#16421 posted by aDaya on 2016/05/01 16:06:49
Somehow the texture "rock6" from the first episode of Daikatana was changed to "rock 6". I wonder why.
Need Some Help...
All I need is some stats.
My question is what is the longest time it took you to compile a map with lighting on a modern machine?
That Depends On
#16423 posted by mjb on 2016/05/01 21:31:22
Size of the map, how much detailed brushes...optimized design etc.
Anyway, about 5 or 10 minutes
Show BSP Information Ingame
#16424 posted by f0086 on 2016/05/01 22:52:15
Hi!
Is there a hidden console command or something else to display BSP information ingame? Like how the Map is divided, which sections etc.
Just like this picture here:
https://38leinad.files.wordpress.com/2013/08/bsp_no_struct.png
R_drawflat 1
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