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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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Mukor 
i copied word by word, but at the end i get three errors, and the .bsp file doesn't appear 
 
Mukor 
copied again, exactly like it is in the picture, with
the correct .exe files of the compilers, but the same thing happens 
@ranhcase 
If you're trying to compile? Have you tried this program yet? https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/ 
Newhouse 
yes i did try it, it didn't worked. 
@ranhcase 
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 
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. 
 
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 
Map file. There is email address on my profile page. 
 
no! nevermind, it compiled finally! thanks 
 
Glad it finally compiled. 
 
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 
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. 
 
i am using the GUi, and the light is checked.

i can't find any .lit file in my quake folder though. 
 
The .lit files should be in your id1\maps folder, I think, alongside your .bsps 
...Or Whatever Folder Your Bsp Is In... 
 
@ranhcase 
Do you have Light entities on your map? 
How To Make Door Not Stop? 
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 
Give the door "wait" "-1" (along with the toogle spawnflag and a trigger to keep it going.
Or use a func_train. 
 
If -1 wait basically makes it stay open/closed after triggering it once.. is this "toggle spawnflag" something different? 
 
Should I trigger at the same time also trigger_relay and make that rise the crusher back up later, after waiting couple seconds (delay)? 
 
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. 
Thank You* 
 
 
i know the .lit files should be in the id1\maps folder, but they are not there, and my map does have light entities on it 
CutNodePortals_r 
This is just a warning. This may be caused by planes that intersect at very acute angles. Check for "invisible walls" near the area specified. If you don't notice any problems it can usually be ignored. Making sure all vertexes are on a grid of 4 or larger might help. 
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