#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
#18068 posted by ranhcase on 2017/01/15 02:25:47
i don't use the compiling tool from trenchbroom, i use a .bat file for compiling maps, i didn't managed to get that working a single time, and i can't figure it out at all (here is the setup for the .bat in case is necessary:( http://i.imgur.com/2E0xDj4.png ) .
trenchbroom 2.0.0 RC1
1)Is not part of any mod.
2)i can load the map in game completely fine
3)when i try to launch those parameters it runs the previous version of the map that is present on the /maps folder, if theres no .bsp file there, it says that the file doesn't exist.
#18069 posted by muk on 2017/01/15 04:48:06
the problem lies in your .bat. i dont what EXACTLY, but its definitely the problem.
In order to solve this i went ahead and learned Q2 map compiling and have a basic set up for you to copy.
first, if you dont have it already: download this: http://www.quake2.com/qworkshop/files/colormap.zip and extract it to baseq2/pics.
second, to get trenchbroom setup for compiling follow this: http://i.imgur.com/TIgJJ78.png
use the "+" circled in red to add each step of the compiling process.
In place of my locations for the compiling tools, use the "..." circled in green to add the locations of your tools.
This got a simple test.map to compile and run in standard quake. I launched the game from trenchbroom using the same parameters you currently have set: http://i.imgur.com/vsKkWmt.png
#18070 posted by ranhcase on 2017/01/15 05:16:44
i just copied word by word from the image you send
it didn't work :/, here's the output http://i.imgur.com/HRGPMee.png
#18071 posted by muk on 2017/01/15 05:23:53
Youre telling QBSP to process a bsp file. it needs a .map. i underlined where i got this from:
http://imgur.com/iHxGKV1
Refer to my previous post and make sure youve copied everything properly.
#18072 posted by ranhcase on 2017/01/15 14:59:48
it seems to be working fine now, but the copy file process isn't running.
#18073 posted by ranhcase on 2017/01/15 15:02:00
no, nevermind, the copy file process is running as it should
#18074 posted by muk on 2017/01/15 15:43:49
So to clarify:
You can both compile with trenchbroom AND run your compiled maps from trenchbroom?
TB In Mac
#18075 posted by Naitelveni on 2017/01/15 17:29:58
In the compiling window, the box that has "..." does not work. I did manage to get the compiler to work in mac but i find it more difficult than building and running a batch file in windows.
#18076 posted by muk on 2017/01/15 17:34:42
Nait, please report that to github: https://github.com/kduske/TrenchBroom/issues
or allow me to do so on your behalf, if you dont have a github account/dont want to make one.
i strongly encourage active participation in reporting issues given you are currently doing a lot of mapping. plzkthx <3 :-*
#18077 posted by Naitelveni on 2017/01/15 18:02:20
i dont have an github acccount, you can make the report on behaf of me.
TB Compiling
#18078 posted by Naitelveni on 2017/01/15 18:03:49
it would be cool if compiling maps would be totally automatic. You would have an Export option in the File menu and it would give a popup window with all the possible options that can be checked or unchecked and then you just press OK.
Nait
#18079 posted by mjb on 2017/01/15 18:15:13
#18080 posted by Rick on 2017/01/15 18:26:56
I've been using batch files and Windows 7 for nearly a decade without problems. Most issues can be avoided by not letting Windows think for you.
Put your Quake folder directly in the C: drive, keep your maps, the compiling programs, and your .bat file in Quake/maps
Bloughsburgh
#18081 posted by Naitelveni on 2017/01/15 23:09:33
Thanks! ill give this a try, i think with windows creating a bat-file is quite simple. and thats my main way of compiling with mapping on windows, with macs i dont know how to create batch files
Surface Lighting?
#18083 posted by Newhouse on 2017/01/18 02:01:39
What is this "surface lighting" people have been talking a lot lately, when and how to use it? Is there certain techniques I need to know?
@newhouse
Scroll down to the bottom of this page. Super helpful feature in ericw's compiling tools.
http://ericwa.github.io/tyrutils-ericw/
#18085 posted by Newhouse on 2017/01/18 02:30:06
Really don't get it. Delay 2, light 150 is really strong combination. Then You have to pick texture for that _surface key, then it reflects it all over the place? Is this kind of replacing colored lighting in some cases, remember Pulsar talking about using it for lava in his explorejam2 map.
#18086 posted by muk on 2017/01/18 02:36:04
It emits light from the texture you set in the _surface key. Pretty simple concept, really.
Have a light texture? Use surface lighting to make the texture emit light. Instead of placing a bunch of light entities, you only have to place one with _surface set.
@newhouse
You can color the light or change the keys any way you want. That's just an example there. I believe there is a way to adjust how far from the surface of the texture the entity is placed and how many are placed over a large area. The default is 4 units from the surface and every 128 units a new light is added. It's all in the readme. So go map but go RTFM first. :P
#18089 posted by Newhouse on 2017/01/18 14:50:35
Sorry I read it, and I don't understand it.
So it.. reflects light, does the light need to touch something or not? Or will it be automatically value for every surface texture (brush that has that texture).
Will then brush's face that has that same texture.. reflect light around it or what?
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