#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.
#19108 posted by ericw on 2017/10/27 01:14:05
It looks like qrad3 needs that colormap.pcx to be extracted from the pak file.
Found a copy of it online:
http://www.quake2.com/qworkshop/files/colormap.zip
try putting that in a "pics" folder in baseq2
Thanks!
#19109 posted by hakkarin on 2017/10/27 02:14:54
That did the trick the map compiles now! But for some reason it's completely dark and the lights (those green boxes called lights) don't seem to work. Do lights work differently than in Quake 1 (when I made a quake 1 map the green light boxes worked just fine)?
Regular Texture Interpreted As Clip?
Is there something wrong with the Daikatana texture "mtn2"? When I texture a brush with it in TrenchBroom, the editor treats it like a clip brush. So far it's the only texture I've found where this happens.
Or is it a TrenchBroom issue? Or something to do with the name of the texture?
Here is an example of what I mean. The brush on the left is textured with clip, the brush in the centre is textured with "mtn2", and the brush on the right with "mtn" (which behaves normally).
#19111 posted by PRITCHARD on 2017/10/28 14:23:41
I recall seeing an issue on the Github tracker for something like this. It is an editor bug and at first glance a very weird one.
I think it should be fine in game, if you can stand having it look like that in TB.
Are you using the latest RC?
Are you using the latest RC?
Yup. I searched the open issues on github before posting here, and couldn't find anything, but I guess I didn't search very thoroughly.
|