#18043 posted by PRITCHARD on 2017/01/12 14:39:09
I like to have a bit of overlap in my brushes in that situation, so if things get rounded off or otherwise mangled they usually turn out okay anyway.
#18044 posted by Rick on 2017/01/13 07:14:51
Intersecting brushes are generally okay. You can sometimes get odd lighting at the junction/seam where they meet. You could also create basically the same thing with separate brushes that have all vertices on grid.
Help With Testing/launching
#18045 posted by ranhcase on 2017/01/14 03:13:35
how do i get to actually test the level at its current state, what i mean is, when i try testing the level it says that the .bsp file doesn't exist on the maps folder, and if it was there before, it can be run but any change made won't appear. or is that not possible at all.
@ranhcase
#18046 posted by damage_inc on 2017/01/14 03:53:25
You should always be able to test your maps.
Without more information, there can only be three possibilities.
1)Your map has an error that stopped the compiler from creating the .bsp
2)You are compiling to a directory outside of "id1/maps", OR "your MOD/maps" and then not moving the file into the corresponding maps directory.
3)You are creating for a MOD and not launching with the -game "your MOD" parameter while having your .bsp saved in the "your MOD/maps" directory.
I think I covered it! HTH's
@damage_inc
#18047 posted by ranhcase on 2017/01/14 05:03:04
I don't think you understood me, or is me that is not understanding you well, i wan't to be able to test the map from the buil-in tool for launching the map, the "Run/Launch" tool
1)i managed to compile the map and runs fine in Quake 2
2)i'm compiling the map just fine. the .bsp file is in the base2q/maps folder and it is runing.
3)i'm not creating the map for any mods, just normal, clean Q2.
:/
@ranhcase
#18048 posted by DOOMer on 2017/01/14 07:20:36
What editor you use foe Q2 mapping? And what compiling tools you use for compile your map? Show log of the your compiling process.
I Think Ranhcase Is Using Trenchbroom For Q2
#18049 posted by xaGe on 2017/01/14 07:43:06
He mentioned it before previously, but not 100% certain though.
@ranhcase
#18050 posted by damage_inc on 2017/01/14 10:44:16
Yeah, it seems I didn't understand.
Is it that the "Run/Launch" tool doesn't have all the right path's setup?
I don't use TB so I'll stop here, hope you get it fixed.
#18051 posted by ranhcase on 2017/01/14 15:49:12
yes, i'm using trenchbroom to map for q2, i think i've set the right path in the launch tool, but i'm not sure anymore...
#18052 posted by Mugwump on 2017/01/14 16:00:46
If you're using Trenchbroom's built-in compiling interface, it should look like this: http://celephais.net/board/view_thread.php?id=60908&start=2480
Ranhcase
#18053 posted by PuLSaR on 2017/01/14 16:01:16
Did you try to manually put the bsp into the right folder and run a map using console command in game?
#18054 posted by Mugwump on 2017/01/14 16:05:36
Pay attention to point 4 in the pic from the link.
Ranhcase
#18055 posted by SleepwalkR on 2017/01/14 18:22:31
You should post a screenshot of your compilation profile, i.e., the window from which you compile the map so that we can see if something is wrong with the paths.
#18056 posted by ranhcase on 2017/01/14 20:40:17
i don't think i expressed myself very well, i can compile my map, any map, the thing is, i can't use the launch tool in trenchbroom to 'launch' the map from trenchbroom. Again, the map can be compiled, without any issue, is just the built-in launch tool that's not working...i don't even know if this is the right place to ask this.
#18057 posted by Mugwump on 2017/01/14 21:07:15
is just the built-in launch tool that's not working
And this can be caused by a bad path in your compiling interface settings. As Sleep said, posting your profile could help pinpoint the issue, so do that. Have you checked the post I've linked in #18052?
#18058 posted by ranhcase on 2017/01/15 00:11:34
I think this: ( http://i.imgur.com/omHjQeN.png ) is what you want
#18059 posted by Mugwump on 2017/01/15 00:43:48
No, your compiling profile: click Run then Compile... A window pops up, this is it.
#18060 posted by Mugwump on 2017/01/15 00:47:31
Don't forget to actually select your profile in that window, so the desired informations are visible, before taking your screenshot.
#18061 posted by muk on 2017/01/15 00:51:12
no mugwump. hes showing the right screen.
he has no trouble compiling or running his map in game. hes having trouble using trenchbrooms game launcher.
this would be better off in the trenchbroom thread, that being said.
but, to help with the problem, what version of trenchbroom are you using?
i believe previous versions had that feature broken.
Im using RC1 and it will load the map set up exactly as you have it written.
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC1
1. Is your map a part of a mod?
2. Can you load the map in game?
3. What happens when you try to launch with those given parameters you have typed in?
#18062 posted by muk on 2017/01/15 00:51:54
mind you im using quake and not quake 2 to test this, but it should be exactly the same.
#18063 posted by muk on 2017/01/15 00:55:45
I see a previous post of yours that answers my questions, Rahncase. Aside from number 3. let me know what happens when you try to launch the game with your current parameters.
Hopefully the version of TB I linked solves the issue.
This Is What SleepwalkR Asked
#18064 posted by Mugwump on 2017/01/15 00:56:34
Are you telling me the author doesn't know how to troubleshoot his own program?
#18065 posted by muk on 2017/01/15 00:59:02
Sleepwalkr misunderstood what he was asking for is all.
Once you start coming through with some compiled maps, Ill let people take advice from you.
Mukor
#18066 posted by SleepwalkR on 2017/01/15 01:11:41
The problem appears to be that the compilation profile doesn't properly copy the bsp to the required location inside of the game (probably baseq2/maps). That's why I asked for that, and not for the launch dialog, which seems fine at first glance.
#18067 posted by muk on 2017/01/15 01:20:21
He did SAY the bsps are in his baseq2 folder which is why i figured you maybe misinterpreted.
What sleep is saying is that at the end of your compilation setup you need to include "Copy Files" to move the necessary files from your working folder into your baseq2 folder.
Heres how mine is set up for Q1:
http://imgur.com/7FiizBR
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