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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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#Redfield 
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... 
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 
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. 
 
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. 
 
How do you get lights to face upside down or sideways like in Digs' SM177 entry? 
@lpowell 
set "angles" "0 0 0" 
Speaking Of Lights 
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. 
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 
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 
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. 
 
Yeah, I used some info_nulls with spotlights in my first test map. 
Linefeeds Driving Me Crazy. 
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? 
 
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... 
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 
Redfield, i think this is fixed in tb2 rc4, im guessing you are running a previous build 
Resolved 
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! 
 
I've never heard of \\b - is it even a standard ("vanilla") method? Only ever used name maker scripts to get non-standard characters. 
 
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. 
Orange Text. 
I havn't tested vanilla Quake. But after getting TB rc4 \b text \b will make the text orange coloured. Seems to be good for making titles in the text books. 
\\b 
Except for Darkplaces. Darkplaces doesn't honor the orange text but instead uses Quake 3 colors ^3, ^4, etc.

FYI 
Uggg Darkplaces 
My fog is showing up fine in QS but not in DP. I just downloaded the latest auto build and reset all to default. Don't they use the same fog format? Googling is not helping. Here's my worldspawn (which was basically stolen from a AD map with a few tweaks.)

"_tb_mod" "Quoth"
"_tb_def" "builtin:Quake/Quoth2.fgd"
"aflag" "13"
"worldtype" "3"
"sky" "July5"
"_sunlight_penumbra" "5"
"_sunlight2" "160"
"_sunlight_dirt" "1"
"_sunlight2_dirt" "1"
"_sun_mangle" "150 -45 0"
"_sunlight" "160"
"fog" "0.03 0.1 0.05 0.1"
"_dirt" "1"
"_dirtgain" "0.75"
"_dirtmode" "1"
"_dirtdepth" "160"
"sounds" "128" 
 
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