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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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im a mac user and i use trenchbroom 
 
I'm sure there's Mac equivalents. It's basic computer stuff. The compiler programs are all command line types. You just type in the instruction and hit enter.

A batch file is just plain text, a kind of script, that runs the commands in sequence automatically. On Windows, it's easier if the map file and all the compiler programs are in the same folder. Also, the full path to the texture wad needs to be in the map file so bsp.exe can include the textures in the final .bsp file.

Sorry I don't know enough about Macs to help more. Maybe on a Mac it's easier to just get the editor to do everything. 
 
I'm sure there's Mac equivalents.

Muahahahaha.

No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application and what you can do in no ways is a Windows equivalent.

On a tech site, some nerdy guy with Cheetos fingers would say "bash script" is like "batch files" ... except yeah, for a casual user those are nothing alike.

(Average Joe can make/edit/run a batch file because it was designed for the average guy to be able to do it. Average Joe needs 1 yr of education to make "bash script" because he is not intended knowledge-level a bash script has in mind.) 
 
Really? I had no idea. The only time I ever used an Apple was in my college computer lab back in the 80s 
80s Apples Were Awesome! 
Beagle Bros 4 Ever!!! 
 
No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application
Yet another slew of good reasons not to use Macs...

So, I've searched Quaddicted, Quaketastic and Google for MipDip, but no luck so far. Does anyone have a copy of it by any chance? 
Terminus 
But did you try Quake Terminus? :O

http://www.quaketerminus.com/tools.shtml 
Awesome! 
Thanks, Bloughsburgh. As a matter of fact, no, I didn't. I remember visiting this site once for other purposes but it didn't occur to me this time. Bookmarked. 
 
While I'd normally ignore a comment as derisive as yours (there is no need to bring down Frito-Lay's fine products), I am concerned about the misinformation you are spreading.

First of all, you claim there is "No ability to do command line parameters," yet in the same post you mention bash scripts. Bash is an interactive shell, it's how users interact with software, and it certainly provides users the means of supplying arguments. Now, where Mac falls on its face is with "apps" that require a special command in order to provide arguments to the program, but that's not an issue with compile tools because they're command-line utilities.

Second, writing shell scripts is no more difficult than writing batch files. Granted, the bourne shell and the bourne-again shell after it contain a dizzying number of features, but some things are actually easier to do in sh/bash than in a batch file. For example, "for loops" in cmd.exe are fairly useless if delayed variable expansion is not enabled, and it's not enabled by default; that has to be set before-hand as an extra step. But I'm getting ahead of myself; in its simplest form a shell script executes commands in sequence, just like a batch file. Both provide more features than just that, but their presence does not make writing scripts in either more difficult. The point is, you don't need to know all of bash's features just to write a script. The only way a shell script is more difficult is that its necessary to change permissions on the file to be marked as executable (chmod +x <script>).

Third, your description of "Average Joe" is oddly specific. "Average Joe" can use the command line, and "Average Joe" can write batch files, but when we start talking about bash scripts, now we're reaching outside Joe's capabilities. I'm pretty sure if Joe can do something with batch files, Joe knows what he needs to search for on google to find out how to do it in a bash script. It certainly won't take a year for Joe to do what he wants to do, and this is basically how I learned to do shell scripting. If I needed to know how to do something, I looked it up, and if I used any particular feature frequently enough it became stuck in my head.

Now, if you can provide me a batch file, I can try and show you a shell script that does the same thing (granted a difference in directory structure) that is no more difficult to write or understand. If I can't, I'll admit I'm wrong.

Gee, I really spent too much time on this post, I think I've gone full-Cheeto. 
Whoops 
Forgot to add @baker in the title of my last post. Also, I'm really sorry I strayed so far off-topic on this. I hope I didn't start a flame war in an on-topic board. 
 
I made a knave brick breakable and got it running in my map.

Only issue is lighting.

http://imgur.com/1ENPUiW

the AD readme say: "It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150 %1) The light
value (150) should be changed to suit the location of the breakable."

I used a value of 100 instead of 100...is the "%1" a typo? 
Nvm 
solved my own issue.

I had made two breakables and before reading the readme...i didnt use lighting.

after the readme, i only added lighting to one of them.

whoopsie.

also, forgot i set the breakables up to use both, thought they were to only use the one i had set up lighting for.

but, hooray. stoked for "custom" breakables! 
Mukor 
What engine is that? 
Qmaster 
Quakespasm 
@L4D 
I really spent too much time on this post

If you want to be helpful ...

Then post a script + instructions on how to use to solve Naitelveni's Mac + TrenchBroom problems he stated above to compile a map, get it in his Quake folder and tell him how to use it. 
 
guys, i cant even compile maps on windows, there is no basic information anywhere on how to compile maps, it tried to search everywhere. its like the fucking illuminati here.... 
 
if someone could make a very basic step by step tutorial on how to compile a map it would be awesome. 
 
why cant someone make a mapping tool that can automaticly export maps? just press export just like in photoshop or InDesign... 
 
- Save your .map file in the quake/id1/maps/ directory.
- Extract the compile tools in that directory as well.
- Open a command prompt in that directory (see: http://stackoverflow.com/a/60914 ), and
enter the following commands:

qbsp.exe mymap.map
vis.exe mymap.map
light.exe mymap.map

- run quake, and at the console, type "map mymap" 
 
http://www.celephais.net/board/view_thread.php?id=61211&start=574


Download the files in this thread. These are the tools you put into the compiler in Trenchbroom.

http://imgur.com/a/xI7zu

Copy this word for word, except for the file locations. Youll use the ones you downloaded above.

Take a look at all the documentation included with Trenchbroom and the Compiling tools. Theres some fancy stuff youll have to add to the parameters line for stuff like bounce lighting. Below are my current settings for a Full Compile. Notice in one of the paramters line i have "-bounce -bouncecolorscale 1 -extra4", read through the documentation with the compiling tools to make sense of these.

http://imgur.com/a/8tZn0 
 
On windows:
1) Basically download this compiler: tyrutils-ericw tools
2) And this GUI for compilation: ne_q1spCompilingGui103
3) Compiling with this GUI tool is self explanatory, but here are some settings I'm using atm: GUI - Settings
You should be able to figure out what is what.

Mac script should be trivial to write. If you take a look at the compiler's documentation, you should be able to do it yourself. If not, tomorrow I can see what we can do for you. 
 
"- Extract the compile tools in that directory as well. "

what are compile tools and where do i get them?

and do i install the compile tools inside id1/maps? 
 
"- Extract the compile tools in that directory as well. "

what are compile tools and where do i get them?

and do i install the compile tools inside id1/maps? 
 
Weve linked the compile tools to you multiple times, but here it is again:

http://ericwa.github.io/tyrutils-ericw/

You can put them anywhere. Its best to put them in their own folder within your Quake folder.

http://imgur.com/a/xI7zu

I remember you saying youre using trenchbroom. this screen is exactly what youll enter in your screen. replace "Y:/Quake/Compilers/vis.exe" with the location of the tools you downloaded. 
 
i should probably mention youll need to replace "Y:/Quake/Compilers/qbsp.exe" and "Y:/Quake/Compilers/light.exe" as well.

-.- 
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