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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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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.

-.- 
Compile 
Read through this, specifically the "Time to Compile!" section:

https://quakewiki.org/wiki/Getting_Started_Mapping#Time_to_compile.21 
 
"qbsp.exe" is not recognized as an internal or external command, operable program or batch file 
 
 
i have qbsp,light and vis in my id1/map/bin folder now what? 
 
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 
 
Nada, nothing happens 
 
itd be REALLY helpful for you to include a screenshot of what you typed into the compiler in Trenchbroom and we can likely explain why it didnt work. 
 
 
waht went wrong? 
 
That's Windows 10?

If you shift+right click in an empty spot in the maps folder does it list an option to "Open command window here" ? If so, do it and type in the command manually.

qbsp.exe mapname.map

Make sure both the map file and qbsp.exe are in that folder. 
 
Rick! You are the man! I got my map to work! 
 
Also Mukor, khreator,ericw every one here! much love and thank you for your patience! now i can finally start working on my first project! 
There Are Spaces In The Paths 
It's possible that TB cannot handle those properly. If that turns out to be the problem, please create a bug report. 
 
hey, i could run the qbsp.exe via command line but it doesn not incule the vis or light. Trenchbroom compiling still diesnt work. it just doesnt do anything. 
 
http://i.imgur.com/F6uZiZN.png

Here is a screenshot from my compiler and the paths where my qbsp vis and light are also the map im working on. i can run the qbsp via commandline but ofcourse it will not include any lights that i have added to my map. 
Yeah 
As I said, it's likely due to the spaces in the paths. 
Treat It Like 3 Compilers 
First run qbsp to compile the geometry and collisions.

Second run vis to compile the visibility calculations so the engine doesn't have to draw the whole map at once all the time.

Third run light to compile the lighting. 
 
Make a batch file in the maps folder and run it the same way as I explained for qbsp.exe

qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp

Right click in maps folder and choose new text document. Call it makebsp (or something). Copy and paste or type in those 3 lines above but change mapname to your map's name.

Save the file then change the extension from .txt to .bat, there will probably be a warning about changing it, but just okay it.

Use shift+right click to open the command window and type makebsp and hit enter. 
 
http://i.imgur.com/DlOQflZ.png

i created a textfile and wrote all that in it. then ran the command window with makebsp. opened the map in quake and it did not draw the light i had put in the map. 
Quick Question 
I remember that there is a way to turn every wall into white, maybe a cvar, but i cannot get to remember how, any idea? 
 
It didnt draw lighting because you have a leak in your map. 
 
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking? 
 
You should be able to do "File>Load Point File" in trenchbroom and head to the folder youre building your map in and find the .pts file with the same name as your map.

This creates a line on your map that will snake around the map and eventually point to your leak. You might have more than one leak, so you may have to load the point file after each compile until its solved. 
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