Just A Plain Normal Brush Made Of The Size You Want
#18963 posted by
Qmaster on 2017/10/03 03:26:19
Not Sure I Understand, Can You Explain In More Detail?
#18964 posted by
hakkarin on 2017/10/03 20:45:20
When Making An Arch Or Other Complex Shape
#18965 posted by
Qmaster on 2017/10/04 13:58:04
It is sometimes a good idea to make a wall or box of the height and width you want your resulting arch to be and use it as a guide to make sure you get the right sized arch for your doorway. This is especially helpful if you are using vertex manip to make an arch on a 45 degree angle.
How Do I Convert A Bsp File Back Into A Map File?
#18966 posted by
hakkarin on 2017/10/04 19:37:59
I had to reinstall windows so I backed up my map. But I made a mistake and backed up the bps instead of the map file! Is there a way I can turn the bsp back into a map file?
Bonus Question
#18967 posted by
hakkarin on 2017/10/04 19:49:11
Also, where can I get these textures:
https://www.quakewiki.net/archives/speedy/textures.htm
The links are dead and google has given me no results :(
#18968 posted by
muk on 2017/10/04 20:54:24
Use this tool to convert from
.bsp to .map
Drag and drop your .bsp file onto winbspc.exe
http://quaketastic.com/files/tools/WINBSPC.zip
The textures you seek can be found here:
https://www.quaddicted.com/files/wads/
download all the speedbz and speedy wads
Why Can I Place Down A Megahealth In Trenchbroom?
#18970 posted by
hakkarin on 2017/10/05 00:16:53
All I see are normal medkits.
A Yet Another Question...
#18971 posted by
hakkarin on 2017/10/05 00:21:51
And is it possible to make monsters teleport/spawn in like in Doom 3?
Megahealth In Trenchbroom
#18972 posted by
ericw on 2017/10/05 00:50:23
add a normal medkit, click on "spawnflags" then check "Megahealth" in the set of checkboxes that appear below.
#18973 posted by
muk on 2017/10/05 01:30:33
Spawning monsters in vanilla Quake is a bit...odd.
You have to create a room outside of your level to hold the monsters you wish to spawn. Put a trigger_teleport around the monster. Make the trigger teleport target an info_teleport_destination. Then you need to trigger the trigger_teleport with a trigger_once for example.
Evidence of this can be seen in the id1 maps.
http://quaketastic.com/files/single_player/maps/quake_map_source.zip
@hakkarin
And use the Search feature above, func has a lot of info you can find on this stuff. A lot of these questions are answered. And I agree with Muk. Definitely open up those original Quake levels for a lot of tricks.
I am working on video tutorials for Trenchbroom geared toward beginners but they are still many weeks away.
Thx
#18975 posted by
hakkarin on 2017/10/05 20:16:05
Looking forward to those tutorials.
Oh, and I am super exited after discovering it's actually possible to use Trenchbroom to make unreal 4 levels with this program somebody made!
#18976 posted by
muk on 2017/10/05 20:20:59
HammUEr is a pretty cool tool.
A Question About Textures
#18978 posted by
hakkarin on 2017/10/07 15:00:17
When loading a texture wad in trenchbroom you are asked if you want the textue path to be absolute, linked to file etc. What do those things mean? So far I am just using the absolute method but what do those things mean?
I want to make it so that even if the bsp file is played on another computer by someone else the textures (including custom textures) will show up and work properly obviously.
Once the BSP is compiled, none of that matters. So as long as it's building correctly, you picked the right option.
To clarify, Quake stores textures inside the BSP file so the WAD path only matters during compilation.
Sorry To Waste Your Time Yet Again...
#18981 posted by
hakkarin on 2017/10/07 23:59:25
But I did actually google this, but found nothing :/
For some reason textures don't appear to be aligned correctly in game even when they are in the editor. For example if I change the angle of a texture in the editor it will look correctly there, but once in the game it will still be the wrong angle. Whati is causing this?
Oh, and as a gift in return for asking all these questions, here are a few screens from the level I am working on:
https://imgur.com/a/LbuLB
https://imgur.com/a/IFIzn
https://imgur.com/a/dtRof
@hakkiran Re:Texture Paths
#18982 posted by
Spud on 2017/10/08 01:26:36
The options are related to where your texture
.wad(s) are in relation to the map file. Relative to game directory or application file tells it to check within the folder of either Quake itself or Trenchbroom's install folder respectively- if you have your wads stored someplace else, these choices will often fail because it requires going up a level from the starting point and changing folders, which tends to get screwy. Relative to map file is the same thing but relative to where the .map file you're making is saved- this one fails often as well, and will obviously not work if you haven't saved your map yet (i.e. loading texture wads before starting actually mapping), because then you're telling it to figure out a directory path from the texture wad to nothing. Absolute is the full file path to the wad and is the most reliable.
No real reason to pick one over the other if multiple options work- the only place it shows up in-game is if someone uses the edict (or edicts) command, specifically for edict 0 (worldspawn) which will include a list of what .wads were used when compiling the map and their filepaths, like these examples- the first one is id's own E1M1 which uses only their own base.wad and had the file located within their editor's folder, the second one is an example of the full file path showing up if you use the 'absolute path' option.
Hakkarin
#18983 posted by
ericw on 2017/10/08 01:36:18
Check your tools and editor are up to date.
tyrutils (Tyrann's original, not my fork) required the "-oldaxis" option to be used for qbsp.
TrenchBroom hasn't had any issues like this in quite a while except for this one:
https://github.com/kduske/TrenchBroom/issues/1821 which only comes up if you use the "rotation" tool, and even then only under specific conditions.
How Do I Enable This "-oldaxis" Thingy?
#18984 posted by
hakkarin on 2017/10/08 03:37:32
#18985 posted by
muk on 2017/10/08 03:47:17
http://ericwa.github.io/ericw-tools/
Download some more recent compiling tools and you wont have to use oldaxis
Efrags
#18986 posted by
madfox on 2017/10/08 23:11:51
I'm testing a map, that starts with a warning: 765 efrags exceed standard limits of 640.
The light.log shows:736 entities read, 329 are lights. FindLights: 962 total lights.
I used a lot of lightmaps on a texture in the hope to reduce the lightcount, but it seems to go much too far. I added quiet a lot of new monsters.
While playing I can't reach the end of the map, because of an overload. It looks as if I can't make a room with more than three monsters.
Should I just start removing lights to see what happens?
#18987 posted by
ericw on 2017/10/08 23:21:03
Ordinary lights (non-dynamic ones, and ones with no model) don't use up any resources except light.exe compile time, so removing lights probably won't help anything. Removing walltorches will help if you're going over static ent / signon buffer limits, but those would prevent the map from loading at all.
efrags are created when entities span multiple BSP leaves. e.g. the most extreme case: if you made a trigger_once that covers your entire map, and the map has 10k leafs, it would create 10k efrags.
While playing I can't reach the end of the map, because of an overload.
What is the error message and what happens (engine crashes, dropped to console, etc?) which engine?