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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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ericw, im actually on windows because you gave me instructions on how to compile in windows. 
 
i know that the mac app gives those commands on start but the windows one doesnt. 
 
Ok, cool. Spirit made a gif of how to add command line args on windows :)

he's using fitzquake.exe in that example but that procedure will work with any engine including quakespasm 
 
Thanks! 
Now Add Dirt! 
 
 
I played the mapjampack7, the first map was visually stunning and so was the starting room. The second map bugged out, i couldnt get out of the zombie room once all the zombies were dead. The fourth map where the elevator goes up crashed once i left the elevator. XD

but really solid efforts by all the mappers! 
Jam7 2.2 
Naitelveni,

Make sure you install the Quoth patch (2.2)

This is will most likely be the cause of any issues you encounter.

https://www.quaddicted.com/filebase/quoth2pt2patch.zip 
 
For me Map Jam 7 become more like a disaster than success...
Most people never upgraded to Quoth 2.2 and because of that, few maps doesn't work at all, mine is broken. Not working map is a less of a problem imo, because you can definitely see something is not right.
My map starts just fine, but it breaks after a first minute. Most people noclip through the door and they continue with broken vending machines = not enough health or ammo. Few of them just quit after they see doors are broken. They just see this map as a broken piece of shit.

[...]

After they discover that other maps don't work, because of outdated Quoth, they update and never go back to my map. They:
a) don't want to waste their time to check out if that was a problem;

or

b) don't know that outdated Quoth was a problem and they blame me.

This happens in 80% of cases with this pack.

Hopefully retro jam map will work flawlessly, otherwise I quit this shit, lol ;D 
Khreathor 
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.

Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check. 
 
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it. 
Mappack7 
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.

Is there a thread on upcoming mappack jams and how to give maps for review?

P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :) 
 
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam. 
Ericw Hint Brushes 
Is there a tutorial out there for using hint brushes. I guess what I'm missing is being able to see what's being drawn in my client in certain areas to actually test the brushes. But a tutorial would be more helpful I think for me than stumbling through it myself.

"HINT
Hint surfaces cause a bsp split and portal to be generated the on the surface plane, after which they are removed from the final bsp - they are neither visible, nor structural. Strategic placement of hint surfaces can be used by a map author to optimise the PVS calculations so as to limit overdraw by the engine (see also: vis(1)).
Use a texture with the name hintskip on any surfaces of a hint brush which you don�t want to generate bsp splits or portals. All surfaces of a hint brush must use either the hint or hintskip texture name." 
 
DarkPlaces can render the BSP portals with r_drawportals 1. This gives a visualization of how space is split up into BSP leafs, and should show whether the hint brush is working. I don't think Quake mappers have used them much. 
Trencbroom 2.0 Q2 Map Compile 
I'm trying to compile my q2 map with Trenchbroom 2, using qbsp3, qrad3, qvis3, and I get error: "Execution of command 'C:\name\etc\etc\ failed (error 740: the requested operation requires elevation.)"
What does that mean and how do I fix it?

One thing, I've never really known what parameters to use for map compiles, and have always just wung it, usually resulting in fine luck. So I'm thinking it might have something to do with that.

Any help would be appreciated. 
 
^^
Also I'm using Win10. 
 
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya. 
Screenshot 
 
One Thing To Try 
Is to use a path without spaces in it. Spaces in paths are notorious for causing trouble. But in this case, it looks more like a permission problem. 
Also Google The Error Message 
 
Ok I no longer get the error, but nothing compiles. It spits: #### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qbsp3.exe -gamedir H:\Quake2\baseq2 test.map'
---- qbsp3 ----

************ ERROR ************
Unknown option "-gamedir"
#### Finished with exit status 1

#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qrad3.exe -v'
----- Radiosity ----
8 threads

************ ERROR ************
usage: qrad [-v] [-chop num] [-scale num] [-ambient num] [-maxlight num] [-threads num] bspfile
#### Finished with exit status 1

#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qvis3.exe -fast'
---- vis ----
fastvis = true

************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile
#### Finished with exit status 1



Is this a Trenchbroom bug or me? 
The Parameters Are All Wrong 
 
Re: Problem With Corrupted Map File 
i just had this problem with the map i've been working on in trenchbroom, it's the same issue i think. How did you fix it? not sure what you mean by 'zero the nans' or what you used to fix it. a hex editor? 
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