Ericw Hint Brushes
#17530 posted by foogs on 2016/11/19 19:10:28
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."
#17531 posted by ericw on 2016/11/19 20:10:42
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
#17532 posted by Flesh420 on 2016/11/20 06:14:04
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.
#17533 posted by Flesh420 on 2016/11/20 07:01:27
^^
Also I'm using Win10.
#17534 posted by muk on 2016/11/20 07:27:32
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya.
Screenshot
#17535 posted by Flesh420 on 2016/11/20 15:07:35
#17536 posted by Flesh420 on 2016/11/20 15:12:04
One Thing To Try
#17537 posted by SleepwalkR on 2016/11/20 15:40:37
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
#17538 posted by SleepwalkR on 2016/11/20 15:43:11
#17539 posted by Flesh420 on 2016/11/20 16:48:23
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
#17541 posted by SleepwalkR on 2016/11/20 18:27:40
Re: Problem With Corrupted Map File
#17542 posted by stevegalaxius on 2016/11/21 20:51:43
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?
Teleporter
#17543 posted by Naitelveni on 2016/11/21 22:12:12
Hi guys! How do i make a teleporter in trenchbroom?
I made a brush and gave it a "classname" "trigger_teleport" set the "target" to "abc"
then i created a brush with the "classname" "teleport_destination" and gave it "targetname" "abc"
http://i.imgur.com/gz4Ys2g.jpg
It doesnt work!
how do i really make a teleporter.
and a followup question. how do i make a monster teleporter?
#17544 posted by skacky on 2016/11/21 22:16:24
The entity you're looking for is info_teleport_destination and it's a point entity.
And for monster teleport, put one around a monster and give it a name, then trigger it (with a func_button or a trigger_once for example).
Teteeterttreteter
#17545 posted by xLarve on 2016/11/21 22:55:42
trigger_once -> teleport -> info_teleport_destination. In special room place monster in teleport. Voila!
Skaky
#17546 posted by Naitelveni on 2016/11/21 22:59:42
I created a path corner entity and gave it the "targetname" "abc" and gave the teleport the "target" "abc"
its worked.
But i couldnt get the monster teleporter to work properly.
#17547 posted by Naitelveni on 2016/11/21 23:03:31
http://i.imgur.com/pKWhdok.jpg
personal teleporter works just fine but monsterteleporter doesnt. xLarve, you need to give me more basic instructions than that.
#17548 posted by skacky on 2016/11/21 23:06:13
It's very simple:
Put a monster somewhere, preferably in an unreachable room.
Put a trigger_teleport around it, give this trigger_teleport a name and target an info_teleport_destination so your monster can get teleported.
Put a trigger_once somewhere in your map and target the trigger_teleport.
Once you cross your trigger_once the monster will teleport to the designated info_teleport_destination.
Teleport
#17549 posted by mjb on 2016/11/21 23:06:22
You do not use a path corner for the teleport target.
Use info_teleport_destination point entity.
This is what needs to be targeted by the trigger_teleport.
#17550 posted by Naitelveni on 2016/11/21 23:18:45
Great success!
How Do I Create This?
#17551 posted by Naitelveni on 2016/11/21 23:28:52
Heres my idea for an encounter in my room. You shoot a button to lower a lift that contains a silver key, shooting the button teleports a bunch of enemies to you to deal with and the lift lowers down very slowly.
#17552 posted by skacky on 2016/11/21 23:33:15
Just give your lift and your few trigger_teleport the same targetname, and have the func_button target them. Obviously each trigger_teleport will have to target a different info-_teleport_destination, otherwise you'll get telefragged monsters.
#17553 posted by Naitelveni on 2016/11/21 23:37:46
Thanks skacky!
how do i create the lift so that it only goes down once and does not return back up once the player walks ontop of it?
#17554 posted by skacky on 2016/11/21 23:41:17
You can make it a func_door with a down angle and with a wait value of -1. It opens and stays open. You'll need to calculate a proper lip value to get it to lower exactly where you want it though.
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