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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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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 
Mods actually just add more directories to search through for assets such as models. That's all. 
 
Well, that's on my wishlist for the next Quoth update then ;) 
Malformed Map File 
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 
 
Fixed It 
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 
Size of the map, how much detailed brushes...optimized design etc.

Anyway, about 5 or 10 minutes 
Show BSP Information Ingame 
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 
 
Unknown Command R_DRAWFLAT 
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 
Thx Otp 
r_showtris 0/1

r_showbboxes 0/1

r_lightmap 0/1

can be helpful to. 
DP Uses Different Names 
r_showsurfaces (= r_drawflat)
gl_lightmaps (= r_lightmap) 
Other DP Stuff 
"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! 
 
 
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?? 
Or is it only DP? 
Map Compile Error. 
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? 
like water and sky/lava?

Avoid that by having a small gap between them. 
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