#17417 posted by
Mugwump on 2016/11/02 15:55:48
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
#17418 posted by
mjb on 2016/11/02 17:01:24
Awesome!
#17419 posted by
Mugwump on 2016/11/02 21:48:05
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.
#17420 posted by
4LT on 2016/11/05 19:32:59
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
#17421 posted by
4LT on 2016/11/05 19:56:25
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.
#17422 posted by
muk on 2016/11/06 11:22:21
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
#17423 posted by
muk on 2016/11/06 11:32:39
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!
@L4D
#17426 posted by Baker on 2016/11/06 22:49:28
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.
#17427 posted by naitelveni on 2016/11/07 01:01:14
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....
#17428 posted by naitelveni on 2016/11/07 01:05:47
if someone could make a very basic step by step tutorial on how to compile a map it would be awesome.
#17429 posted by anonymous user on 2016/11/07 01:11:47
why cant someone make a mapping tool that can automaticly export maps? just press export just like in photoshop or InDesign...
#17431 posted by
muk on 2016/11/07 01:32:30
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
#17432 posted by
khreathor on 2016/11/07 01:35:22
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.
#17433 posted by
Naitelveni on 2016/11/07 02:13:37
"- 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?
#17434 posted by
Naitelveni on 2016/11/07 02:13:37
"- 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?
#17435 posted by
muk on 2016/11/07 02:26:43
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.
#17436 posted by
muk on 2016/11/07 02:28:04
i should probably mention youll need to replace "Y:/Quake/Compilers/qbsp.exe" and "Y:/Quake/Compilers/light.exe" as well.
-.-
Compile
#17437 posted by
mjb on 2016/11/07 02:37:49
#17438 posted by naitelveni on 2016/11/07 12:34:43
"qbsp.exe" is not recognized as an internal or external command, operable program or batch file
#17439 posted by anonymous user on 2016/11/07 12:49:16
#17440 posted by anonymous user on 2016/11/07 12:58:45
i have qbsp,light and vis in my id1/map/bin folder now what?
#17441 posted by
khreathor on 2016/11/07 13:45:40
1) Click on the plus to add proper actions;
2) Select qbsp, vis, light - like on the attached image;
3) Fill "Parameters" you want to execute - maybe first just copy what you can see on the screenshot...
4) Run compilation;
5) Let me know if compilation has succeeded, so we can move further;
Image for above instructions