Ok
#1846 posted by JohnisonBoa on 2015/10/07 18:33:38
OK,thanks FifthElephant, Now finally I have my own pc, I will try all abailable later...
About Msgboard
#1847 posted by JohnisonBoa on 2015/10/07 18:35:27
Can be better if this msgboard have more pages and first the last posts.
But About This Theme :I
#1849 posted by JohnisonBoa on 2015/10/07 21:54:37
Sleep
#1850 posted by
necros on 2015/10/08 00:18:45
TB1, yes. I thought I had reported that, but when I went to look, there was only this issue:
https://github.com/kduske/TrenchBroom/issues/713 which only involved the icon getting stuck.
I went to recreate it just now in order to make a new issue and I was able to do it twice, but on the third and successive attempts to recreate, I can't...... so yeah... I'lll.... keep messing with it. O_o
Ok
#1851 posted by JohnisonBoa on 2015/10/08 19:46:34
In TB 2 was fixed. :P
JohnisonBoa
#1852 posted by Noob Question on 2015/10/11 04:38:14
What entity in TB is the elevator?
JohnisonBoa
#1853 posted by Lol on 2015/10/11 04:58:50
Lol I write noob question as a user name
Thank You!
#1855 posted by JohnisonBoa on 2015/10/11 05:20:43
NOOB
#1856 posted by
brutecold on 2015/10/11 14:36:23
Hi guys sorry but I have to ask
How do I compile the map on a mac? I tried everything already, but cant make it work I'm new to the macOS, and new to quake(played for the first time in 2015) and mapping.
I know about TyrUtils, but have no idea on how to use it, tried to find tutorials and documentation about, but found nothing.
Have no idea what to do now so any help on how to compile on a mac is much appreciated.
I'm really enjoying myself with TrenchBroom, but now going crazy with the compile, and being a noob.
Welcome!
#1857 posted by
ericw on 2015/10/11 21:11:21
First download the osx build of:
http://ericwa.github.io/tyrutils-ericw/
(it's my branch of tyrutils with some updates over the original).
Extract it and copy everything in the "bin" directory (qbsp, vis, light, etc.) to the place where you are keeping your
.map files.
Next open a terminal and type:
cd ~/Desktop/mapping
./qbsp mymap.map
./vis mymap.bsp
./light mymap.bsp
(replacing "~/Desktop/mapping" and "mymap" with your own directory / map name.)
That should give you a mymap.bsp which you can copy to your quake/id1/maps directory.
This turorial might also have some good information: (the main thing you won't have is necros's compiling gui, which is windows-only) http://quakewiki.org/wiki/Getting_Started_Mapping
Ericw I Love You
#1858 posted by
brutecold on 2015/10/12 01:57:56
it works!!!! I'm so happy right now haha
this is so awesome :)
Thanks!!
The Truth Is That English Is Not My Main Language
#1859 posted by JohnisonBoa on 2015/10/12 21:59:25
So I don't know how to move the elevator to up, just sounds and not moving...
#1860 posted by JohnisonBoa on 2015/10/12 22:20:55
what I can do?
Func_plat
#1861 posted by
ijed on 2015/10/12 22:24:32
Give it a 'height' key and add an integer value - this is how far down it will move.
http://www.quake-1.com/wc16a-tutorial/entities2.html
:/
#1862 posted by JohnisonBoa on 2015/10/12 22:34:38
I want to trenchbroom
Johnisonboa
Best way to learn is by opening up other people's map files.
5th Elephant
#1864 posted by JohnisonBoa on 2015/10/13 21:50:44
For learn the Elevator values in TB? I need values, and the trigger don't have transparency and collision in my experience...
Help For TB (Spanish Is My Main Language)
#1865 posted by JohnisonBoa on 2015/10/13 22:11:53
I don't know what is a Spawnflag and I don't know how to use properties of a single shape.
I make a teleport and sounds as water, the QDamage doesn't appears, the triggers are solids and move with the triggered shape.
What I can do?
JB
Spawn flag help -
http://kristianduske.com/trenchbroom/docs/editing_objects.html#editing_entity_properties
I guess I could make a simple map file for you, what type of things would you like to know?
CSG Subtraction
This was surprisingly hard, and I am still not 100% sure it always works, but:
http://www.quaketastic.com/files/screen_shots/tb2_csg_subtract.png
#1868 posted by
necros on 2015/10/17 00:31:38
interesting, that is a very nice method. no overlapping brushes, no bizarre non-symmetrical cuts...
Yes, And No More
splitting up of adjacent faces by QBSP.
Looks very clean. I have to wonder how it would cope subtracting from more complex shapes.