#19792 posted by
muk on 2018/08/07 02:04:27
To clarify, youre attempting to load textures for Quake 2? Quake2 doesnt use wads so youre confusing the issue a bit.
https://imgur.com/TIdYr85
I set Q2 up and got it to work. Closed and restarted TB, still works. Did you perhaps make changes to the quake2.cfg in your trenchbroom/games folder?
#19793 posted by anonymous user on 2018/08/07 02:15:23
No just a quake 1 map using the q2tex00.wad, Ive used it before
only log message i get is
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
#19794 posted by anonymous user on 2018/08/07 02:24:53
all sorted, just had to reinstall it a few times, no idea what its problem is still.
#19795 posted by
muk on 2018/08/07 03:29:48
providing that error message wouldve been a massive help :D
you must have done some changes in your quake/id1/gfx directory that got rid of the palette.
Min Light
#19809 posted by
whirltsar on 2018/08/19 10:46:55
I'm making my first map in Trenchbroom. I set a light key in worldspawn just so I could see perfectly while testing some stuff. However, I now can't figure out how to return to default blackness. I tried both removing the light key from worldspawn and setting it to 0 but either way the world is still bright despite there being zero lights. Can I have some help with this?
Whirltsar
#19810 posted by
bal on 2018/08/19 10:56:36
Are you running light.exe on your bsp? If not it will always be fullbright.
#19811 posted by
whirltsar on 2018/08/19 11:14:54
Yep, I'm using light.exe. And have tried a few different exe's but nothing is changing.
No Light Entities --> Fullbright Map
#19812 posted by
Esrael on 2018/08/19 11:21:54
If your map has no light entities in it, the map will be fullbright. As soon as you add even one light entity, all the non-illuminated areas will become dark.
#19813 posted by
whirltsar on 2018/08/19 11:24:42
Thanks! I had a feeling it would be something stupidly simple / obvious...
Speaking Of Fullbrights...
#19814 posted by
Mugwump on 2018/08/19 17:06:46
Is there a way to make one specific room in a map look fullbright other than stuffing it with maxed out lights? I had this idea of making a funny "noob mapper" secret with blocky offgrid architecture and texture misalignments aplenty...
Delay 4
Is your friend.
Check out my SM185 entry for a good use case.