#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
Unknown Command R_DRAWFLAT
#16426 posted by f0086 on 2016/05/01 23:10:42
I use darkplaces. Which Quake 1 engine do I need to use to get this to work?
Any Quake 1 Engine
Which DarkPlaces is pretty much only on paper.
This One
#16428 posted by f0086 on 2016/05/01 23:27:51
Thx Otp
#16429 posted by
mfx on 2016/05/01 23:29:38
r_showtris 0/1
r_showbboxes 0/1
r_lightmap 0/1
can be helpful to.
DP Uses Different Names
#16430 posted by
ericw on 2016/05/02 00:20:42
r_showsurfaces (= r_drawflat)
gl_lightmaps (= r_lightmap)
Other DP Stuff
#16431 posted by
ericw on 2016/05/02 00:25:11
"r_drawportals 1" shows the BSP leafs/portals
Also for finding cvars in DP:
"apropos lightmap" will list all cvars with "lightmap" in the name
Awesome, Thanks!
#16432 posted by f0086 on 2016/05/02 01:01:57
#16433 posted by anonymous user on 2016/05/02 01:45:54
Is there is a quick way to align textures on different brushes in TrenchBroom? I can easily tell which ones are not aligned in-game but it's hard to tell in the editor.
Alignment
For me is easiest when I turn off texture lock. That way textures are always grid aligned.
Alignment
For me is easiest when I turn off texture lock. That way textures are always grid aligned.
Leaf/portals In Other Engines??
Or is it only DP?
Does Ur Mum Take Three In The Pipe??
#16437 posted by ayy lmao on 2016/05/03 10:44:14
Or is it only DP?
Map Compile Error.
#16438 posted by Sgt-PieFace on 2016/05/16 05:07:28
I'm getting an error when compiling a map. I am using trenchbroom to make the map and TyrUtils to compile, with a compiler GUI. I think the compiler is losing track of the
.bsp after it converts it, but I'm not sure why. It was working one day, and the next day it was't.
Here's a link to a couple screen shots: http://imgur.com/a/P70o2
Also, I tried resinstalling TyrUtils and the GUI, but that didn't help.
Any help is appreciated!
Mixing Liquid Faces?
#16439 posted by
mfx on 2016/05/16 06:51:23
like water and sky/lava?
Avoid that by having a small gap between them.