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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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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. 
 
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 
 
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 
 
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. 
 
it seems to be working fine now, but the copy file process isn't running. 
 
no, nevermind, the copy file process is running as it should 
 
So to clarify:

You can both compile with trenchbroom AND run your compiled maps from trenchbroom? 
TB In Mac 
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. 
 
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 :-* 
 
i dont have an github acccount, you can make the report on behaf of me. 
TB Compiling 
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 
 
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 
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? 
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/ 
 
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. 
 
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 
 
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? 
 
Sorry I'm over-thinking everything to be too complex, that is why I can't read manuals like you guys do. 
 
You have one point light entity with a texture name set on the _surface key

Now this one point light is considered a template and will not display light from itself.

But any texture with the name specified as the value in the _surface key will have that point light template applied about 2 units above the surface. You can use the _surface_offset (Maybe not the right formatting) to adjust how far the light template is from the texture.

So you could have 1 point light used to cast light from all of a specific light texture. 
Thank You Very Much 
Now that makes sense, I simple prefer more practical answers. 
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