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
#16501 posted by lpowell on 2016/05/30 19:51:51
@onetruepuple - Very useful, thanks!
@Preach - That is very good to know.
Why
#16502 posted by Johnison Boa on 2016/05/31 02:36:31
I tryed enter:
/Users/usuario/Desktop/QuakeFolder/MapID/maps./"qbsp" Qf1m1.map
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./"qbsp" Qf1m1.map
cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./qbsp Qf1m1.map
cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps/qbsp Qf1m1.map
and more.
I can`t qbsp, vis, light with tyran utils in mac, the binnaries are recognized as unix file...
Where is the file "Qf1m1.map", and where is the qbsp executable? Are they both in
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps? Are you sure this is the correct path? If so, what you need to do is open a Terminal and type:
cd ~/Desktop/Quakefolder/Quake/MapID/maps
Press the "enter" key, and then type
./qbsp Qf1m1.map
and press the "enter" key again.
Http://prntscr.com/bafryw
#16504 posted by Johnison Boa on 2016/05/31 04:27:17
I have qbsp in maps folder, but this action too I was done
#16505 posted by lpowell on 2016/05/31 04:38:18
Do doors not block light?
No
#16506 posted by mfx on 2016/05/31 04:48:42
all func_* (b_models) do not block lights.
you can set a key on them, shadow 1. with this they will cast shadows, but no dynamic shadows.
So a door that is closed will have a shadow, but opening it wont remove the shadow drawn.
Can look strange and all.
Dont`t Care More My Qbsp :)
#16507 posted by Johnison Boa on 2016/05/31 05:12:08
I downloaded ericw/tyrutils and now it works perfectly ;D
#16508 posted by lpowell on 2016/05/31 07:31:22
@mfx That's also good to no. Fortunately I didn't need to implement shadow 1 after messing with the troublesome lighting. Lighting is hard!
Help :O
#16509 posted by Johnison Boa on 2016/05/31 23:39:12
I added the "centroid" to quake.fgd, next I put scor.mdl and h_scourge.mdl to directory(obviously tested), next I added it to TB map, but when I test the bsp of this, the centroid not exists...
I need some other file?
Johnison
you're missing the centroid code my friend. I'm not sure if Scourge of Armagon's source has been released for you to compile a new progs.dat.
The next best bet is to map for a mod with it included. I think the Drake mod has it but I'm not sure any others do.
5th Elephant
#16511 posted by Johnison Boa on 2016/06/01 00:55:04
Ok, when release my game obligated to make a .pak.
What I Put For Look In Intermission?
#16512 posted by Johnison Boa on 2016/06/01 02:16:06
No Reply, I Found It...
#16513 posted by Johnison Boa on 2016/06/01 02:18:05
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