Problem Adding Textures
#19445 posted by spjuver on 2018/01/26 07:57:36
Hello, I'm having difficulties setting up textures in trenchbroom. I have followed instructions and added Texture compilations WADs, but the textures doesnt show up in the browser...am I missing something here?
Problem Adding Textures
#19446 posted by spjuver on 2018/01/26 09:43:13
I noticed I get the following error message when adding a WAD:
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
Maybe!!
Quake path not set?
@spjuver
#19448 posted by madfox on 2018/01/26 23:05:29
click "face" right up screen, aside Map Entity.
texture browser +
Add texture wad set path.
@spjuver
Has to be your Quake directory. As Pyro said.
@19443
#19450 posted by Spud on 2018/01/28 06:20:24
I don't think there's anything different lighting-wise in AD, or at least there shouldn't be given lighting is baked into the map, and a quick look at the documentation file and configs doesn't show anything. Normally if you're getting issues with colored lighting, it's due to the engine not supporting it so it either doesn't show up at all or shows up as standard white lights, but you've clearly still got some kind of color going on in the standard QS screenshots. I tried replicating it with multiple lights overlapping, different light values/types, etc. and couldn't get that 'colored outline' effect, would you mind uploading the map (and your own compiled .bsp) to see if the same thing happens to others?
Bonus Question: Does Arcane Dimensions mod always use the new health and ammo models or is there a way to tell it (in map settings) to use the classic models?
AD always uses its new models IIRC; there's a couple variants including a metal-sided style based off the id1 boxes (the same way AD includes updated weapon world models, enemy models, etc) but they're normally limited to the base worldtype, being replaced by the wood-sided boxes and health potions in medieval/runic. Glancing at the qc files shows there's a skin_override key available for both health and ammo entities that you can use to force one model or the other though, so give that a whirl.
Trenchbroom Error / Help
#19451 posted by Griffin on 2018/01/29 06:38:35
Hey guys. First-time mapper here working on a, hopefully, exciting map that I'm eager to finish and release. I've been working on it daily for the last 7 days and learning as I go. I'm having an issue, however, that maybe someone could help me with? So the level is coming along and I'm moving into a new section. It's at the end of a hallway and then I'm trying to make a path to the left. Everything compiles right with that new path but when I extend it to make it longer, there is an error compiling. It says "Mixed face contents in leafnode near (835.43 -192.00 72.00)" and I sort of know what that means as I've had to fix those kinds of errors before. Problem with this one is this hallway, floor, etc are not bumping into anything, are connected properly, and all that. There's literally nothing for it to run into so I'm not sure what's happening. Any ideas?
Error (cont)
#19452 posted by Griffin on 2018/01/29 06:52:26
Run into meaning sky and wall, for example. That's where I saw that error before was when my sky was encroaching on some walls. Cleared it right up after editing it a little but this error I'm having currently is really confusing the hell out of me. I don't know why the new section will compile right when it's a small size and then cause everything to screw up when I extend it a few meters down. I've tried building other stuff in that area and it seems that there is a point of no return kind of deal going on.
#19453 posted by Griffin on 2018/01/29 07:30:47
It's for Quake 1, if that matters.
Griffin
#19454 posted by bal on 2018/01/29 08:17:53
That's usually something you get when you have a face with sky texture touching a face with some kind of liquid texture, or a trigger. Sure there's not something like that going on?
#19455 posted by Griffin on 2018/01/29 08:22:06
Yeah, I'm almost certain. I do have a skybox in one section but fixed all the problems there and never had any more issues until this hallway part which is a good distance away from the skybox. I've narrowed it down to the point I can't go past as well and there's nothing in the way whatsoever. If I extend it even one small block it won't compile. Really frustrating.
#19456 posted by Griffin on 2018/01/29 08:26:41
Deleted the skybox completely and tried it and still won't compile so can narrow that out at least.
#19457 posted by Griffin on 2018/01/29 08:30:51
Oh weird. Fixed it but still not sure why it was a problem. I constructed a little table in the hallway and made a shiny gold necklace on it and used zoomed in lava for the gem part to give it a cool glow. This didn't cause any problems prior either but I just deleted it and now I can keep going with the hallway. Weird. I wonder why it would work to a certain distance and then stop considering the necklace is also away from the place I'm now building. You did help me though. You said "liquid texture" and it gave me the idea to delete it and see what happens. Thanks, man. Woo! Was getting worried for a second.
#19458 posted by Griffin on 2018/01/29 08:31:19
Bummer about the necklace though. It looked awesome.
Griffin
#19459 posted by bal on 2018/01/29 11:23:44
Maybe with some screenshots of how you've set things up people will have some ideas of what could be going wrong.
@griffin
I've had "bad geometry" cause leaks before but never got that mixed face error. It sounds like you had lava just on one face of the brush in this case. Maybe a custom full fright texture would have a similar effect? You can probably use something from the prototype wad here: http://khreathor.xyz/site/prototype/
#19461 posted by Griffin on 2018/01/29 22:41:41
Yeah it's all sorted now anyway so no worries. I'll come back to the necklace when I finish everything and see if it goes through. Are these leaks you mention a major problem? I've seen some leaks pop up during compiling but I'm still able to play the level and all that so I figured it wasn't a huge deal.
#19462 posted by Griffin on 2018/01/29 22:42:19
I'm liking those textures. Thanks man.
Trenchbroom Compilation Question
#19464 posted by Tamagotchi on 2018/01/31 11:20:16
Hello, I started to use Trenchbroom and had a problems with compilation so I found some guides covering the newest version of Trenchbroom that lead me on right direction though did'n help at all. So I referred to Trenchbroom's manual pic named "Compilation Dialogue" and my map seems to compile just fine with qbsp.exe. So I tried to compile using other tools, again referring to mentioned manual pic and just don't understand what shoud I type instead of ${CPU_COUNT-1}. Please help
Tamagotchi
#19465 posted by bal on 2018/01/31 11:41:35
Could you upload a screenshot of what your compile UI looks like? And what tools are you trying to use?
#19466 posted by Tamagotchi on 2018/01/31 12:18:31
sorry I don't know how to upload that. in manual pic everithing that has ${} thingies must be replaced with directory of the game or folder with map and I have no clue what I should replace the ${CPU_COUNT-1} with. In output it tells me: Could not interpolate expression '-threads ${cpu_count-1} mymap.bsp': Cannot subtract value '1' of type 'Number from value 'undefined' of type 'Undefined'
Just Leave CPU Count Alone?
#19467 posted by damage_inc on 2018/01/31 13:02:17
From the manual:
CPU_COUNT | Tool | The number of CPUs in the current machine.
Usually we just set path's for compilation.
Griffin
#19468 posted by Qmaster on 2018/01/31 19:03:30
Mixed face contents is where you have a mix between the 3 face types in Quake: world, water, sky. Never have a brush with water on kne side, world on another. Or sky mixed with water, etc.
Triggering Monsters (Quake 1)
#19469 posted by Griffin on 2018/01/31 23:01:36
Hey dudes. Me again. I'm trying to set a trigger on nailgun pickup that summons two demons at the end of the room but I'm unsure of how to do this exactly. I've set up a room apart from the map that they'll teleport from but that's about it. I've been experimenting with the trigger functions and just can't figure it out. The manual does not seem to cover this topic and google isn't yielding much.
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