#18638 posted by Qmaster on 2017/07/01 18:47:49
Trigger Once-> Trigger relays
Trigger relay....delay....target1
Trigger relay....delay....target2
Trigger relay.target3
Etc.
Use logic gates for disableable targets, see here: https://www.google.com/amp/s/tomeofpreach.wordpress.com/2017/02/14/logic-gates-for-2017/amp/
Thanks! :D
#18639 posted by adib on 2017/07/05 02:21:47
#18640 posted by Shambler on 2017/07/05 18:15:36
Having Problems With Quake Mapping [EDIT]
Posted by Denied [85.230.20.52] on 2017/07/05 15:28:44
I can't compile my map with necro's compiling gui.
These are my settings:
Source Map: E:q1mapsquake_wiseau.map
Quake Engine: E:darkplacesquakespasm-0.92.1_win64quakespasm.exe
Tools folder: E:tyrutils-0.15-win32
Working Folder: E:q1maps
Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps
These are the errors:
Copying Files...
The file cannot be copied onto itself.
0 file(s) copied.
Converting map...
--------------QBSP--------------
'E:tyrutils-0.15-win32qbsp.exe' is not recognized as an internal or external command,
operable program or batch file.
--------------VIS---------------
'E:tyrutils-0.15-win32vis.exe' is not recognized as an internal or external command,
operable program or batch file.
-------------LIGHT--------------
'E:tyrutils-0.15-win32light.exe' is not recognized as an internal or external command,
operable program or batch file.
Det går inte att hitta filen.
Det går inte att hitta filen.
Det går inte att hitta filen.
(Swedish for "Could not find the file.")
@Denied
#18641 posted by Redfield on 2017/07/05 18:44:37
There are so many things that could be wrong here. There is obviously something wrong with the path to your executables. I am wondering if you correctly installed these. You have set up the folder as E:tyrutils... Do you have the tyrutil exes in this folder? Are they extracted or still zipped? Did you forget to put the backslash in the path name.
You must have qbsp.exe, vis.exe, and light.exe correctly installed in the path folder or nothing will work.
#Redfield
#18642 posted by damage_inc on 2017/07/05 19:00:51
I posted this in the now "closed" thread.
The forum strips out single backslashes
Ex: E:\quake\id1\maps
You have to "double" them up to get the correct path to display, hence...
E:\\quake\\id1\\maps
Since it was simply a copy and paste of the error message I assume the paths had separators.
Hrmm...
#18643 posted by damage_inc on 2017/07/05 19:04:46
Strange, I think the copy and paste of my own post in the original thread changed it somehow! Oh well.
You can verify by previewing your post before submitting.
GUI Is Good
#18644 posted by Redfield on 2017/07/05 19:26:53
I used the GUI to make compiling my first map quick and easy. I'm not sure what is going on with this case. Assuming the backslash issue is not a problem, I'm going to guess by Ockham's razor that the executables aren't even installed in the folder, or there is some kind of typo.
#18645 posted by Mugwump on 2017/07/06 07:14:17
Maybe there's something wrong here?
Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps
Having both DP and QS in the same path seems odd to me.
#18647 posted by lpowell on 2017/07/07 07:28:29
How do you get lights to face upside down or sideways like in Digs' SM177 entry?
@lpowell
#18648 posted by anonymous user on 2017/07/07 08:00:16
set "angles" "0 0 0"
Speaking Of Lights
#18649 posted by anonymous user on 2017/07/07 13:57:37
Am I somehow messing something up, or do light entities with negative light values assigned not work at all when also given a targetname (to make them toggleable)?
That's Normal.
#18650 posted by Spike on 2017/07/08 00:43:43
different targetname = different lightstyle = different lightmap = lighting gets clamped and the negatives are ignored.
so yeah, negative lights only really work if you're not using switched/animated lights nearby, on account of the bsp format itself not supporting it.
#18648
#18651 posted by lpowell on 2017/07/08 01:07:16
Thanks for the tip!
Actually, setting the key that way still makes a right-side-up light, but I figured the three numbers correspond to x-y-z axis rotations. That was exactly what I needed. Cool!
You Can Also
#18652 posted by Qmaster on 2017/07/08 04:33:09
Set the target of a light to be the targetname of an object that you want the light to point to, such as an info_null. I think that's what info_nulls are for actually.
#18653 posted by Mugwump on 2017/07/08 21:37:56
Yeah, I used some info_nulls with spotlights in my first test map.
Linefeeds Driving Me Crazy.
#18654 posted by Redfield on 2017/07/09 09:20:45
I am trying to insert linefeeds into the textstory messages for my AD map.
Ok so there was a post about this somewhere. I know I need to use backslash n (without space). Func won't display my backslash... I am copying the method directly from socks available .map files. I am typing text backslash n text (no spaces). But in game I get the virtual text backslash n and no line breaks. I am not typing /n by mistake.
I have only had moderate success getting backslash b to make the title bold as well, sometimes the slash is in the message sometimes not. Is my keyboard broken? Is this a Trenchbroom 2.0 bug? I can type backslash in all programs fine. Please help me.
@redfield
I assume you are checking the actual .map file as well? Are you sure it's carrying over from TB2 to the .map?
#18656 posted by muk on 2017/07/09 16:33:06
I believe the issue lies with TB not handling backslashes properly
I believe the issue lies with TB not handling backslashes properly
Working with vanilla Quake I've had no issues.
In Quake
In Tb2 rc4
Here's a tiny test map made this a.m. So vanilla works fine.
What Is Going On...
#18658 posted by Redfield on 2017/07/09 18:04:42
Ok so I've looked at my .map in JACK, All of my backslashes have become double backslashes. Why would this be the case? It only appears as a single backslash in TB. I'm having troubles opening the .map in TB now that it has been edited in JACK (I have a backup though).
I see that dumptruck_ds is able to get linefeeds to work in TB fine. Is this some kind of keyboard settings glitch?
Tb Version
#18659 posted by ericw on 2017/07/09 19:38:46
Redfield, i think this is fixed in tb2 rc4, im guessing you are running a previous build
Resolved
#18660 posted by Redfield on 2017/07/09 20:29:54
Thank you ericw. This has cleared up everything! I should have noticed from dumptruck_ds post that I didn't even have rc4. I didn't know there was a new version. After compiling with this new version, I've also noticed that audio crackling from custom sounds has gone away. This is great!
#18661 posted by negke on 2017/07/09 20:47:41
I've never heard of \\b - is it even a standard ("vanilla") method? Only ever used name maker scripts to get non-standard characters.
#18662 posted by ericw on 2017/07/09 20:54:46
It's non-standard, it's something I added to my tools (light.exe I think). When it sees \b it converts the following text to orange. It's written out the the .bsp in the standard way though and the \b's are stripped out, so it works in all engines.
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