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
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.
Windows
Looks like it may have been a Windows issue for the above ^^
When he showed me the file, I noticed windows said some content was blocked because it came from another computer. I unblocked it and was able to compile with Quark, but it also had some errors. Very weird , but maybe he can explain better what actually stopped the errors.
Another Thing To Note Regarding Liquif Brushes
#16441 posted by aDaya on 2016/05/16 12:45:26
You have to avoid clipping them out to the void, compensate that by putting worldspawn brushes on/around said liquid brushes.
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