Ranhcase
#17877 posted by topher on 2016/12/24 01:39:03
@Ranhcase
Did your map used to compile? or are you trying to compile it for the first time?
If is did compile, perhaps try deleting some of the more recently added brushes (save a new version first!), particularly any that overlap.
I've had a similair problem where the map wont compile, and each time it was due to a single brush that must have overlapped in a strange way.
"W_LoadWadFile:couldn't Load Gfx.wad"
#17879 posted by topher on 2016/12/24 01:50:44
this message is caused by the working directory.
launch the game from a .cmd or a .bat
this line ensures the correct working directory, which is the directory in which the binary file is located.
pushd "%~dp0"
and '%*' pass all the arguments to quakespasm.
quakespasm.exe %*
so, a .cmd script with this two lines
pushd "%~dp0"
quakespasm.exe %*
Damn...
#17880 posted by topher on 2016/12/24 01:56:46
i forgot this:
the .cmd file has to be located in the binary folder. quakespasm.exe in my example.
#17875
#17881 posted by Mugwump on 2016/12/24 02:06:40
Yay, Saturday Quake Fever!!! Ah, ah, ah, ah stayin' aliiiiiiiiiiiiiiiive!
@ranhcase
Take my advice and try necros' compilier gui. It will take less time than posting screenshots here etc. Give it a shot.
HexenMapper
#17883 posted by ranhcase on 2016/12/24 02:24:17
my map never compiled, not once.
Dumptruck_ds
#17884 posted by ranhcase on 2016/12/24 02:25:33
that's what i used!!!! the second problem i got with compiling is in that!
@ranhcase
Okay let's try a few things.
Search for your mapname.BSP and try and find it on your machine. Take note of where you found it.
Next make sure it's been placed in your maps directory under id1 folder. i.e. C:\quake\id1\maps
next, start quakespasm, bring down the console and type map <your map's name>
does it run? let us know.
#17886 posted by ranhcase on 2016/12/24 03:41:05
that's the problem, i can't find the .bsp, i don't even know if it is compiling correctly, i've looked in every folder present in the setup, but there's nothing there
Ranhcase
#17887 posted by mjb on 2016/12/24 03:48:18
I know this seems like grasping at straws but if you are using NecrosGUI, completely remove it from your computer...download it ago and set it up again.
There could be some corruption or other snag that happened. I had this happen to me one time and I was completely puzzled until I did what I said.
#17888 posted by ranhcase on 2016/12/24 04:00:19
i did that, and it didn't helped... could it be something with the map instead?
Test
#17889 posted by mjb on 2016/12/24 04:02:17
Try to create another map and attempt to compile to see if it appears in the output folder!
Also, if you never got this to work...verify you have permission to write to the folder. (Doubtful but you never know.)
#17890 posted by ranhcase on 2016/12/24 04:29:14
it still doesn't work. and i do have permision to the folder.
#17891 posted by muk on 2016/12/24 04:54:46
You have your parameters set completely wrong. Look thru the trenchbroom help and copy whats there word for word. Thats all i did to get mine to compile.
CutNodePortals Warnings
#17892 posted by damage_inc on 2016/12/24 08:57:14
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (1692.690 -17.259 408.000)
Is this basically when two, or more, brushes that butt up against each other get off by the smallest amount(almost impossible to spot) that they aren't truly flush with each other?
This is in a large scale map with lots of rotation and shearing usage. Editor is J.A.C.K.
Mukor
#17893 posted by ranhcase on 2016/12/24 15:05:50
i copied word by word, but at the end i get three errors, and the .bsp file doesn't appear
#17894 posted by muk on 2016/12/24 15:19:59
Mukor
#17895 posted by ranhcase on 2016/12/24 17:18:01
copied again, exactly like it is in the picture, with
the correct .exe files of the compilers, but the same thing happens
@ranhcase
#17896 posted by Newhouse on 2016/12/24 20:32:38
Newhouse
#17897 posted by ranhcase on 2016/12/24 22:15:12
yes i did try it, it didn't worked.
@ranhcase
#17898 posted by Newhouse on 2016/12/24 22:41:02
Can you share your file? I will see if it has something problematic going on. Otherwise, you just need to write down right output / working folder paths. Output could be your quake/id1/maps folder, and I think working folder doesn't really matter? I just made new folder "working_folder" under id1/maps folder. I can only assume compile went fine, but you couldn't just play it?
No any errors on compile console? If you open your Quake.exe and open console, type "maps", scroll and try to find your map if it is there. Then just type "map yourmapname", and see whether or not your map starts. If not, then let us know what does the console says.
@ranhcase
#17899 posted by Newhouse on 2016/12/24 22:56:01
Also Create New folder "Utils" under quake/ folder. Download and unzip these https://ericwa.github.io/tyrutils-ericw/
To that folder. Open Settings and go preferences, set Tools folder path to that Utils folder.
Mark also that 'Run Quake' and Set Quake Engines path to your Quake.exe you're using, it can be for example Quakespasm.exe / darkplaces.exe etc. And try combiling again.
#17900 posted by ranhcase on 2016/12/24 23:03:26
it doesn't compile, the .bsp file isn't created. i have the compiling tools set up just fine too. and no, in Necros compiling GUI or whatever it's called, there's no errors messages. also, you want the map file, or the compiled file, because if it is the later, it doesn't exist
@ranhcase
#17901 posted by Newhouse on 2016/12/24 23:11:51
Map file. There is email address on my profile page.
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