Help For Mac
#16476 posted by Johnison Boa on 2016/05/27 05:10:16
how I can qbsp a map in mac? The qbsp opens with terminal but i can�t drag a map.
Weird Compile Error
#16477 posted by Breezeep_ on 2016/05/27 20:14:49
http://pastebin.com/4HZR5ycC
Not very sure how to find those bad faces in TB2. Anyone care to help?
#16478 posted by ericw on 2016/05/27 20:50:37
Hm, the error message got a bit distorted from multiple threads printing at once.
The verts listed in the error will show you where the face is.. what I always do is create some point entity like a light, and paste in one of the verts from the error message. e.g. check out "1512.000 1300.000 488.000".
You should just need to reset the texture alignment on these faces, and that should fix the problem
@Johnison Boa
#16479 posted by ericw on 2016/05/27 20:52:10
copy the "qbsp" executable in your quake/id1/maps folder.
Open Terminal, and enter:
cd ~/Desktop/quake/id1/maps
./qbsp mymap.map
assuming your quake directory is on your desktop, adjust as needed.
BSP (or Not).
#16480 posted by biff on 2016/05/28 03:56:39
Working with Jackhammer on my new laptop, but I can't seem to get any compile progs to create a .bsp file (even tho the compile window says they are):
---- WriteBSPFile ----
17 planes 340
22 vertexes 264
6 nodes 144
16 texinfo 640
16 faces 320
12 clipnodes 96
2 leafs 56
16 marksurfaces 32
72 surfedges 288
37 edges 148
4 textures 38260
lightdata 0
visdata 0
entdata 323
1 warning
Elapsed time : 0:00
Peak memory used : 0.1 MB
** Executing...
** Command: C:/Program Files/Jackhammer/quake/vis.exe
** Parameters: "C:Program Files (x86)QuakeId1mapstestes"
Quake VIS Compiler (build Dec 11 2013)
------------ vis ------------
************ ERROR ************
Error opening C:Program Files (x86)QuakeId1mapstestes.bsp: No such file or directory
Any ideas?
BTW.
#16481 posted by biff on 2016/05/28 05:00:55
The proper slash grammar for the file (C:\Program Files (x86)\Quake\Id1\maps\testes) wasn't retained for some reason when I pasted that last post in.
Oh Jesus God.
#16482 posted by biff on 2016/05/28 05:01:37
It's still not doing it -- well, that's not a factor, in any case ;D
Maybe It's Because Of The Spaces In The Path?
#16483 posted by SleepwalkR on 2016/05/28 07:08:19
Spaces?
#16484 posted by biff on 2016/05/28 14:45:32
What, you mean with "Program Files", and whatnot? I didn't have a problem with that before.
@ericw
#16485 posted by Johnison Boa on 2016/05/28 15:10:23
Oops, sorry for later answer. Thanks for help
Were You Also Using Jackhammer Before?
#16486 posted by SleepwalkR on 2016/05/28 16:39:57
When Portal Prt Files Go Wrong
#16487 posted by Qmaster on 2016/05/28 17:27:07
Any idea why, on a ridiculously large map using bsp2, the map won't do vis properly saying there is a leak and drawing a portal line right through a solid face?
I tried the ol trick of a box around the whole level but it says there's too many verts.
Jackhammer
Txqbsp
Tyrvis
Tyrlight
Darkplaces
Hrm
#16488 posted by Qmaster on 2016/05/28 17:29:14
Sorry, using Tyrbsp for bsp2.
Sleepy
#16489 posted by biff on 2016/05/28 17:59:05
Yeah, I was using Jackhammer. Guess I could try compiling directly from the C: drive to see if that's the culprit in this case.
Qmaster
#16490 posted by mfx on 2016/05/28 18:32:56
Which hull is the leak in? If in hull 2, there is a good chance a clip brush over that brush (where the pointfile goes right through) will do the trick.
Else, rebuild that brush or change brushorder in the .map file(put it first), or or or..
My Qbsp
#16491 posted by Johnison Boa on 2016/05/28 19:23:11
In terminal I put mycd~/desktop/quake%folder/qspasm/Quake/MapID/maps/qbsp qf1m1.map and then not works :(
what I skipped?
Johnison Boa
Looks like you put the two commands ericw gave you together by accident, maybe?
First, you need to type
cd ~/wherever/you/put/your/mapfiles
(this just means that you go to the directory where your maps are; "cd" stands for change directory. Don't forget the space after "cd")
and then
./qbsp thenameofyourmap
(This is to run the qbsp executable.)
All of the above is assuming you have the qbsp executable and .map file in the same directory.
#16493 posted by ericw on 2016/05/28 20:43:31
If there's a space in the directory name you need to escape it with a backslash like:
cd ~/Desktop/quake\ maps/
or surround the path with quotes. Tab completion should do that automatically.
Woot.
#16494 posted by biff on 2016/05/29 05:24:38
Apparently relocating Quake to the base C drive took care of things. Odd that I had to do that, but as long as it works...
I've Always
#16495 posted by Qmaster on 2016/05/29 14:35:53
Have QUAKE directory directly under C to avoid "Windows cannot find directory C:\Program" during compile since because Windoze.
#16496 posted by lpowell on 2016/05/30 07:55:25
I've had issues with maps not compiling using Ericw's tools as well, and I've found that putting the .map itself in the C drive fixes the issue right away.
Anyway, I'm having an issue with the vorelings in Quoth. They're tiny little critters, so I figured they'd be fine getting stuffed into a small hole and jumping out at the player as they walk by. No such luck, as they get stuck. The only workaround I've been able to figure out myself is to make a bunch of func_illusionaries around them so they can actually get out of the hole.
http://oi68.tinypic.com/m800n7.jpg
In that pic you can see the two small holes. The brush between them, as well as brushes sixteen units to either side of them and about 32 units above them are all func_illusionaries. This "works," as far as the vorelings' intended behavior goes, but it's far, far from ideal because shots and grenades go right through the illusionaries as well, and I could fit Quakeguy's entire body up there with a rocket jump. Is there a better way to pull this off.
R_showbboxes 1 Is Your Friend.
Sizes
#16498 posted by Preach on 2016/05/30 14:59:00
The quake engine only supports three sizes of objects when it comes to things fitting through gaps:
� Point sized
� Human sized
* Shambler sized
Vorelings are "human sized" for this reason. If you want them to come from a surprising angle, the option of making them hang from a ceiling is worth considering.
Also
#16499 posted by DaZ on 2016/05/30 17:59:17
you could use func_illusionary to make the holes appear smaller than they actually are, and allow the vorelings through.
Lol
#16500 posted by DaZ on 2016/05/30 17:59:41
nevermind I totally didn't read your post properly
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