#17447 posted by anonymous user on 2016/11/07 18:19:48
Rick! You are the man! I got my map to work!
#17448 posted by anonymous user on 2016/11/07 18:24:22
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
#17449 posted by SleepwalkR on 2016/11/07 18:33:58
It's possible that TB cannot handle those properly. If that turns out to be the problem, please create a bug report.
#17450 posted by anonymous user on 2016/11/07 18:56:19
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.
#17451 posted by anonymous user on 2016/11/07 19:01:34
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
#17452 posted by SleepwalkR on 2016/11/07 19:05:09
As I said, it's likely due to the spaces in the paths.
Treat It Like 3 Compilers
#17453 posted by Qmaster on 2016/11/07 19:07:12
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.
#17454 posted by Rick on 2016/11/07 19:44:00
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.
#17455 posted by anonymous user on 2016/11/07 20:15:05
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
#17456 posted by Cocerello on 2016/11/07 20:21:49
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?
#17457 posted by muk on 2016/11/07 20:45:49
It didnt draw lighting because you have a leak in your map.
#17458 posted by naitelveni on 2016/11/07 20:50:45
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking?
#17459 posted by muk on 2016/11/07 21:03:34
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.
#17460 posted by anonymous user on 2016/11/07 21:07:51
my trenchbroom only created a .map of my file and i dont have a .pts file anywhere. I ran the makebsp command line and it did not allow the usage of light and vis.
#17461 posted by naitelveni on 2016/11/07 21:11:14
#17462 posted by anonymous user on 2016/11/07 21:30:36
my antivirus program was freakingout about vis and light XD now i have that also worked out!
#17463 posted by Rick on 2016/11/07 22:54:30
At least there is progress. Now you should only have normal mapping problems.
When you build a map out of brushes there is an "inside" and an "outside". The inside is the playing area where the light and monsters and player belong. Outside is the "void".
Think of the "void" as water and the inside of the map is like a submarine, where the air is. You must use brushes to make sure the inside is completely sealed from the outside so that the water will not "leak" in.
Cool
#17464 posted by ericw on 2016/11/08 01:34:20
glad it worked out. I'm not sure what is causing the antivirus warning.
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking?
They don't need to overlap, the brushes that form the outer boundary just need to seal tight (they should be snapped to grid).
It didnt draw lighting because you have a leak in your map.
light.exe should work fine with leaking maps, it will take longer to compute lighting though, and run a lot slower in game.
#17465 posted by Naite on 2016/11/09 00:22:28
im really making good progress on my map and learning, i love how textures can be stretched, rotated and alligned in very fine detail. Triggers are pretty simple also (at the moment).
my map already has alot of lights and it and the compiling time is pretty high, about 10 mintes at the moment. is it normal to have such high compilation times?
No
#17466 posted by Qmaster on 2016/11/09 02:32:25
I usually have about 43 seconds for light using ericw's multithreaded tyrlight.exe. Although, I do have an 8-core 3.4ghz processor. Qbsp takes forever at about 2min. Vis takes like 5-10min. Depends on your map size and whether or not you have a leak.
No?
#17467 posted by Mugwump on 2016/11/09 02:48:03
Naite said compiling time is around 10mins, which is consistent with your 5-10min estimate for vis.
10 Minutes A Long Time?
#17468 posted by Rick on 2016/11/09 03:15:09
There's no way to say for sure without knowing what kind of computer it is, what the map is like, and what is used to compile it.
I can build the same map on two different machines and compilers and it takes almost 40 minutes on one to about 3 minutes on the other.
So, it depends.
#17469 posted by Mugwump on 2016/11/09 07:02:17
The only certainty is that vis is usually a lot longer than bsp and light.
#17470 posted by naitelveni on 2016/11/09 11:46:10
Thanks Mugwump! Its good to know that vis takes a long time.
Im very inspired by the videos by Custom Gamer in youtube, where usually Daz talk about cool maps. Im very impressed by the maps made by sock and i was wonder how do i create coloured lights, fog and a skybox?
#17471 posted by na on 2016/11/09 12:53:17
ok, now i have a recursion on leaf 551. whats that all about?
|