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.
#17555 posted by Naitelveni on 2016/11/21 23:53:00
The door angle is now set for the horizontal plane, how do i set it vertically? So it will go from top to bottom.
#17556 posted by skacky on 2016/11/22 00:01:16
Set the angle value to -1. -2 is up.
Exporting Maps To A BSP Format In Trenchbroom
#17557 posted by TyrantFromHell on 2016/11/22 00:14:43
Okay, Just Downloaded Trenchbroom And Already... Alright? At It But I Have One Problem. When I Save A Map It Saves As A .map File, Normal But How Do I Make It A .bsp File Im Looking For A Export To BSP File Button But Cant Find One Please Help.
P.S. I Think I Look Like An Idiot XD
#17558 posted by Naitelveni on 2016/11/22 00:15:14
Its all working very nicely now, thanks.
What would i do if i wanted to make like an arena type of situation where the enemies would appear in waves, lets say in 10 second intervals.
I could make the arena so that there are multiple platforms, the slowest one has the key and faster ones have health and ammo pickups! >:D
holy moly my map is going to be cool!
#17559 posted by skacky on 2016/11/22 00:25:26
You'd have to use a bunch of trigger_relay for that, with a delay value of 10. Each trigger_relay would target a few trigger_teleport.
TyrantFromHell
#17560 posted by Naitelveni on 2016/11/22 00:27:19
1. For exporting map into .bsp download this into your computer: https://ericwa.github.io/tyrutils-ericw/
2. then extract them inside your id1/maps folder
3. Create a text file inside your mapsfolder and type this in the text file:
qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp
4. save the text file mapname.bat
5. now open maps folder in windows and press down shift, then right click. Select command prompt and type in mapname
this will "compile" the map.
6. start quake and in console type: map mapname
TyrantFromHell
#17561 posted by Naitelveni on 2016/11/22 00:28:35
oh yes and remember to save your map inside the maps folder!! :)
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