#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
The Eye Of Hurricane In My Map
#16514 posted by Johnison Boa on 2016/06/01 06:15:37
func_plat starts in up floor, I want to stop it when be down, but I also want the plat up when player leaves it...
Johnison Boa
Not sure I understand what you want to do, but keep in mind that you can use a func_door (or even func_door_secret) to create a lift in a map.
A func_plat always starts at the bottom and moves up, but with a func_door you can create a lift that starts at the top and moves downwards (which sounds like what you are trying to do).
This might help a little:
http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#9
http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#5
http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#6
Ok
#16516 posted by Johnison Boa on 2016/06/02 06:17:51
I forget that I watched it in the map source
Undoing Func Brushes?
#16519 posted by aDaya on 2016/06/03 12:08:44
I've been trying to make a first test for my map but vis can't get compiled because of lots of func_wall that I used on a group of brushes so I could select them easier (TB1).
Is there a way to turn them back to worldspawn brushes? Just putting "worldspawn in their classname doesn't seem to do anything.
Right Click On Brush(es) Add To World
#16520 posted by mjb on 2016/06/03 12:34:16
Or something similar.
I think that is what you are looking for?
Yes It Is, Thank You!
#16521 posted by aDaya on 2016/06/03 13:39:22
Visiblity Problems
#16522 posted by Johnison Boa on 2016/06/09 01:45:38
In vis appears "couldn't read Qf1m1.prt" and is not there in "maps". Also when I test my map some boxes are not existing in the place I put and when I put "noclip" I look the same box in back floor or simply was not reached in game, with the most of the items it happens.
I want to know if is problem of the .prt file or another thing I don't considered.
Thanks✩
#16522
#16523 posted by JPL on 2016/06/09 11:02:48
Actually I never hit such issue, so, maybe it is just a path declaration problem when runing the tool (I would look for the prt file and try to figure out whether it exists... and if yes, where it is located first)
Also, is it happening with fast vis or full vis ?
#16523
#16524 posted by Johnison Boa on 2016/06/10 00:50:23
Fast & full? (?)
http://prntscr.com/behjj0
I have vis in "Quake/MapID/maps" for a custom mod, but when is time to vis the Qf1m1.bsp "couldn't read Qf1m1.prt"
I don't know if the .prt file is generated by qbsp or light, and also I don't know if .prt file has an important rol
@Johnison Boa
#16525 posted by ericw on 2016/06/10 01:19:56
Your map probably has a leak. The PRT is generated by QBSP, but only if the map is sealed.
TrenchBroom has a "Load Point file" command that usually shows where the leak is.
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