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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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Thanks, I thought it'd be simple. I also found a pile of bones :O 
 
Just started visualizing map layout by drawing different layers of them to individual A4 papers. When putting them together and facing them against bright light, you will quite easily to see how certain areas could be stacked together. The most common problems with 3d designs is that height can be overlooked when thinking basic layout.. since even basic layout is not just in one height layer. 
 
Unless if you actually create map that doesn't have different heights* 
Finding Unkilled Monsters 
Recently I had to track down some un-killed monsters. Here is a hacky way of doing that (maybe there is an easier way?):

1. make a save when you've killed 298/300 monsters or whatever.
2. open the save in a text editor, I used VS Code
3. go to edit->find, and paste this in as the search query, and enable regular expression mode (the .* icon in VS Code):

classname" "monster_[^}]*\n"health" "[1-9]


That searches for monsters with positive health. The [^}]* bit skips 0 or more characters that are not the closing brace. Not exactly sure why the \n is needed. 
Motivation 
first map - a week
second map - a month
third map - three months
fourth map - half year
fifh map - a year
last map - three years
next map - god, I love it! 
 
I've been trying to compile my quake map, made with Trenchbroom 1, and for some reason it's full-bright, and there's an error that says "Processing hull 1...
WARNING: No entities in empty space -- no filling performed
Processing hull 2...
WARNING: No entities in empty space -- no filling performed"

It's starting to piss me off because upon reading about it people say an entity might be too close to a wall or something, so I deleted all entities besides the spawn, and I moved that around, etc. Then I started a new map just to test things, and still the same result. But now instead of just that error the map's full bright for no real reason.

Does anyone know what would cause this?
The tools I'm using are Txqbsp.exe, Wvis.exe, light.exe. All just default params from neqsp1compiling gui. 
Any Reason Why You're Not Using Trenchbroom 2? 
 
 
Im actually working on something to help new mappers compile maps with relative ease. Should be useful to advanced mappers once I do more work to it. Its batch file, so this is for Windows.

http://www.quaketastic.com/files/tools/Qompiler.7z

sorry for 7zip. shouldve used rar or zip.

"v0.25" is up on Quaketastic if you wish to try it out. Ill have a more in depth version soon.

This is designed to work with http://ericwa.github.io/tyrutils-ericw/, but will support other compilers in the future.

Im working on it as we speak so it might be the updated version by the time you get back here. 
Mukor 
Create small repo with it :D 
 
https://github.com/muk0r/qompiler

v0.50 is up.

It'll show the settings for each compiling process(qbsp,vis,light) and let you set them.

Im trying to figure out how to have the user either write simple configs by hand or have the batch file save them.

I feel like if I can figure out how to use handwritten configs, its relatively close to figuring out how to have it save them. 
 
Hey that's a nifty tool.
The map compiles but it's fully bright. There are no leaks and it's only pretty much a square room.
This didn't used to happen. 
 
Do you have any light entities in your map?

also, are you using the tools it links to in the readme? 
Yes 
yea I am.
And putting a light in the map fixed it.
I just wasted hours waving my fist at the sun, wondering wtf was going on lol. 
 
Awesome! Happy the tool could help! 
Texture WAD Tools 
I'm having no luck when googling for a solution to this:

I've got a folder with several images in 32-bit color PNG format, to turn into textures. Batch converting them into TGAs isn't a problem, but I'm finding no way to automate the process of converting each TGA image into a MIP texture and packing the resulting MIP files into a WAD file. Fimg helps a lot when it comes to individual textures, but it doesn't perform batch operations and has a few usability quirks that doesn't make things easier when creating dozens of textures.

Is there no tool for this? 
 
No idea about a batch tool (Wally is supposed to do that but it doesn't seem to work), but you'd better convert your images to 8-bit indexed to Quake palette before mipping or your submips can suffer some color corruption. It happened to me when working on my SinCity wad. 
Re: Texture Wad Tools Mankrip 
http://www.moddb.com/groups/quakedb/downloads/texture2quake

Would something like that help at all? And I'm sure you are familiar with texmex / wally. 
 
I've had some success using gfxgale and xnconvert

I know the GIMP has a scriptable plugin for batch stuff too. 
Qompiler V0.75 
My little compiler is almost done.

http://www.quaketastic.com/files/tools/Qompiler.7z

You are now able to create and load configs that will save the values you set for qbsp, vis, and light.

Simply Extract the zip into a folder called "Qompiler". Put any .maps you wish to compile in the Qompiler folder and double click Qompiler.bat. 
 
foogs: Holy crap, texture2quake seems exactly like what I need.
I had actually forgotten about TexMex and Wally...

Mugwump: Corrupted submips aren't a problem for my specific case. Retroquad recreates all submips, and my need for WADs is mostly for map editor support, because the game itself is going to use external textures. 
Bsp -> Map Conversion 
Hi all,

For some reasons I'd like to convert a bsp file into map file. Is there any tool being able to do that ?

Thanks a lot in advance

JPL 
The Aptly Named Bsp2map? 
 
Or WinBSPC 
 
Mugwump 
Thanks

/me gonna check this, and re-post if not working ;) 
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