#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.
Thank You*
#17915 posted by Newhouse on 2016/12/25 12:18:57
#17916 posted by ranhcase on 2016/12/25 13:42:27
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
#17917 posted by Rick on 2016/12/25 16:22:48
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.
Ranhcase
#17918 posted by Mugwump on 2016/12/25 19:59:41
Have you done a search on your computer for your bsp's .lit file? Maybe it's been saved somewhere else for some reason. If not, maybe check your saving output paths?
#17919 posted by ranhcase on 2016/12/25 22:26:16
i've done that, all .lit files are from Hexen II, and i'm not mapping for Hexen.
Also, is there a tool like the necro's gui to compile maps, but for Quake II?
@rick
#17920 posted by damage_inc on 2016/12/25 23:43:57
Thanks for the info.
I think we may have found a way to fix and avoid getting the errors, as well as not scrapping the map, yay.
#17921 posted by Mugwump on 2016/12/26 08:23:58
Not sure what you mean by all .lit files are from Hexen II.
Necros' GUI is just an interface that uses external tools. Trenchbroom 2 supports Quake II mapping and has a built-in compiling interface. Its configuration is a little less n00b-friendly than Necros' but should work fine.
#17922 posted by skacky on 2016/12/26 12:08:54
.lit files are only created if you use colored lighting. There is no point in looking for these if your lights are all desat.
Ranhcase
#17923 posted by skacky on 2016/12/26 12:20:13
A few questions:
Does light compile fine? No errors? Are you sure your light values are correct? When you launch the map, is everything pitch black or fullbright?
Lit Creation
#17924 posted by negke on 2016/12/26 12:30:10
Some light tools do generate .lit files even if there are no actual colored lights in the level!
However, a map with standard lighting (=no colors) does not need a .lit file as the normal lightmap data is baked into the .bsp file.
#17925 posted by ranhcase on 2016/12/26 16:04:14
light seems to compile fine, atleast there's no errors there. when i open the map is fullbright
so Necros's GUI supports Quake II? Because, i do know that Trenchbroom 2 has a compiling interface in it, the problem is that i never managed to get it working.
Also, what i mean is that all .lit files are from Hexen II, not Quake
#17926 posted by skacky on 2016/12/26 18:53:32
What happens when you type r_fullbright 0 in the console?
negke: interesting, I wasn't aware of that. I don't really see the purpose though.
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