#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.
#17902 posted by ranhcase on 2016/12/24 23:12:44
no! nevermind, it compiled finally! thanks
#17903 posted by Newhouse on 2016/12/24 23:21:10
Glad it finally compiled.
#17904 posted by ranhcase on 2016/12/25 00:11:15
no!!!! nevermind, although it compiled, it doesn't have lights, they don't show up no matter what i do! although the first time i did it, it was alright, but then i had to change somethings, and now it the lights don't appear!
Lit
#17905 posted by mjb on 2016/12/25 00:39:17
Make sure Light is checked if using the GUI.
Check your output folder for a .lit file of your map's name. Delete, and re-compile and then see.
Keep at it and we will figure it all out.
#17906 posted by ranhcase on 2016/12/25 01:18:23
i am using the GUi, and the light is checked.
i can't find any .lit file in my quake folder though.
#17907 posted by Mugwump on 2016/12/25 01:24:20
The .lit files should be in your id1\maps folder, I think, alongside your .bsps
...Or Whatever Folder Your Bsp Is In...
#17908 posted by Mugwump on 2016/12/25 01:25:59
@ranhcase
#17909 posted by Newhouse on 2016/12/25 05:22:02
Do you have Light entities on your map?
How To Make Door Not Stop?
#17910 posted by Newhouse on 2016/12/25 08:52:56
How to make door not stop opening or closing if it mashes some enemy to the pieces, I have been trying to create zombie masher, but soon as it touches zombie, masher stop and goes back up immediate. How to make it go all the way to the ground?
Crusher
#17911 posted by negke on 2016/12/25 09:54:55
Give the door "wait" "-1" (along with the toogle spawnflag and a trigger to keep it going.
Or use a func_train.
#17912 posted by Newhouse on 2016/12/25 10:42:25
If -1 wait basically makes it stay open/closed after triggering it once.. is this "toggle spawnflag" something different?
#17913 posted by Newhouse on 2016/12/25 10:45:27
Should I trigger at the same time also trigger_relay and make that rise the crusher back up later, after waiting couple seconds (delay)?
#17914 posted by negke on 2016/12/25 12:06:20
The wait value makes it crush things to death in order to fully close, the additional toggle flag allows it to open/close multiple times.
For permanent, constantly moving crushers the func_train solution is better.
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