Madfox...
#19083 posted by hakkarin on 2017/10/24 15:04:49
I already found that site you linked to and I downloaded those compilers. I just don't know how to use them with Trenchboom which is my editor of choice for Quake 1 and 2.
Noted
#19084 posted by madfox on 2017/10/25 01:23:24
and I do believe TB is a good editor, you could survive with Radiant.
It has a kind of same way using the view editor.
On the other hand, setting pathways is clearly provided. I think the only thing you need to do is change the Radiant paths with the trenchboom.
Is May Sound Ridiculous But
#19085 posted by spy on 2017/10/25 17:21:36
are there any volunteers to beta-test my old map bod.bsp(2008)
some time ago i'm just happened to replay this map, and realize how bad and bland the lighting is
so i decided to rebuild the lighting, while re-building the lighting i've added a couple of new areas, nothing exeptional , just make the map a less corridor feel
yeah the map is still bad and i'm to lazy to fix all of misaligned textures
Keep Getting Compiler Errors
#19086 posted by hakkarin on 2017/10/25 19:37:18
Here is a screenshot. What I am doing wrong?
https://imgur.com/a/ZEG8z
#19087 posted by ericw on 2017/10/25 20:04:33
try removing the bsp file so qbsp is launched with just the map file as a parameter.
#19088 posted by ericw on 2017/10/25 20:05:49
ie delete "stroggbqq.bsp" from the end of the Parameters box.
Also it's odd to have a map extension of .map-compiling
Spy
#19089 posted by Esrael on 2017/10/25 20:56:00
You probably should've posted in the Screenshots & Betas thread, but sure, I can test your map. Just upload it somewhere for me to download and I'll get to it.
Still Not Working...
#19090 posted by hakkarin on 2017/10/25 20:59:15
I changed it to this and I still get an error...
https://imgur.com/a/tS5z2
@spy
agreed wrong forum -- but I'd be happy to test out your work
@hakkarin
#19092 posted by Spike on 2017/10/25 22:28:08
q2's qbsp has annoying pathname rules (wals instead of wads - needs to read texture sizes even when they're not embedded).
it expects your .map to be in a path equivalent to $someprefix/quake2/$moddir/$somepostfixthatmatchesyourmap
(it'll prefix with the working dir if its a relative path)
you can probably trick it by using a load of /../s after the mod dir. still annoying though.
What Do The $ Symbols Mean?
#19093 posted by hakkarin on 2017/10/25 23:16:41
Am I suppose to include them?
^
#19094 posted by Blitz on 2017/10/26 00:52:38
think he's just saying that it's some string name...
@spy
#19095 posted by madfox on 2017/10/26 02:36:08
Count me in, see emailbox.
@hakkarin
#19096 posted by madfox on 2017/10/26 02:44:11
SetQdirFromPath: no Quake2 in C:/etc is an error warning.
It seems the editor looks for the map.
You made it C:Users.. while I guess it has to be something like C:Quake2baseq2maps.
#19097 posted by madfox on 2017/10/26 02:45:57
C:\quake2\baseq2\maps\your.map
Esrael, Dumptruck_ds, Madfox
#19098 posted by spy on 2017/10/26 16:47:37
Thank you guys, i have to make some preparations, and let you know, lately today
Oh Btw
#19099 posted by spy on 2017/10/26 16:51:09
pay attention to the lighting. as i'm most interested in lighting is it any better than previous version
Esrael, Dumptruck_ds, Madfox
#19100 posted by spy on 2017/10/26 19:37:48
@spy
can't play test today but will do this evening after work.
Moving To Screenshots & Betas Thread
#19102 posted by Esrael on 2017/10/26 20:46:37
I'll be posting my demos there, so see you there!
Finding Map Leaks?
#19103 posted by hakkarin on 2017/10/26 23:06:30
Is there any way to find leaks in your map without having to look for them manually? I remember DoomEdit for Doom 3 having a feature that showed you were leaks are but I did not find anything similar in trenchbroom.
Yes
#19104 posted by ericw on 2017/10/26 23:11:06
Both Trenchbroom and JACK have that.
Trenchbroom's is under File->Load Point File.
Where Do I Find These Pointfiles?
#19105 posted by hakkarin on 2017/10/26 23:19:55
How are pointfiles generated and where do I load them from? I am mapping for Quake 2 by the way not Quake 1.
#19106 posted by ericw on 2017/10/26 23:28:56
qbsp3 saves it when it detects a leak. It should be in the same directory that it writes the bsp to.
It looks like the Q2 compiler generates a .lin file instead of the .pts that the Q1 tools do. Try loading the .lin in TrenchBroom.
Almost Got This Working
#19107 posted by hakkarin on 2017/10/26 23:48:07
Ok I am THIS close to finally having a working map! I was able to get the bsp compiler and vis compiler to work but I am having a problem with the rad compiler. I get this error from it:
#### Executing 'C:\Users\Sveinn\Desktop\quake2compiler\ppro\qrad3.exe stroggbbq.map'
----------- qrad3 ----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.04
Compiled for Pentium Pro processors
-----------------------------
gamedir set to C:\quake2\baseq2\
reading C:\quake2\baseq2\maps\stroggbbq.bsp
************ ERROR ************
Error opening C:\quake2\baseq2\pics/colormap.pcx: No such file or directory
#### Finished with exit status 1
There is no folder inside my quake 2 directory called pics nor did I find anything called colormap.pcx. I am using the steam version of the game.
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