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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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@hakkarin 
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? 
Am I suppose to include them? 
think he's just saying that it's some string name... 
@spy 
Count me in, see emailbox. 
@hakkarin 
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
 
C:\quake2\baseq2\maps\your.map 
Esrael, Dumptruck_ds, Madfox 
Thank you guys, i have to make some preparations, and let you know, lately today 
Oh Btw 
pay attention to the lighting. as i'm most interested in lighting is it any better than previous version 
Esrael, Dumptruck_ds, Madfox 
@spy 
can't play test today but will do this evening after work. 
Moving To Screenshots & Betas Thread 
I'll be posting my demos there, so see you there! 
Finding Map Leaks? 
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 
Both Trenchbroom and JACK have that.
Trenchbroom's is under File->Load Point File. 
Where Do I Find These Pointfiles? 
How are pointfiles generated and where do I load them from? I am mapping for Quake 2 by the way not Quake 1. 
 
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 
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. 
 
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! 
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). 
 
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. 
@former_total_newbie 
It's a bug. I looked for an open issue a while back and had no luck myself. It won;t affect your map though. Just annoying. 
Thanks For The Responses, PRITCHARD And Dumptruck_ds 
I submitted it as an issue on Github just in case. 
 
The "View" -> "Show X brushes" (hint, skip, clip, etc) system was broken in TB2 RC4. This is the same code makes clip brushes semitransparent. It's fixed in git / will be fixed in the next RC. 
R_waterwarp 
Probably a long shot if anyone knows this one-

In Hexen 2, water brushes (or rather, any brushes that are rendered underwater), have this really ugly warping effect. It basically arbitrarily warps the vertices of the underwater geometry around in a wavy fashion, which is a neat idea, but it makes clipping errors and texture stretching.

As far as I know, the variable for this is called r_waterwarp 1. I tried turning this off in the console (r_waterwarp 0), and in autoexec.cfg, but it claims "Unknown command".

I'm a little confused because I tried a couple other vars from the console commands, like "r_transwater 0" should remove transparency on water, but it also claims "Unknown command"

Here are (supposedly) the H2 console commands

https://www.quakewiki.net/archives/console/commands/hexen_2.html

Would anyone know why they don't work? I'm using glh2.exe, from Steam 
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