Might Need Some Better Anti-spam Tactics Here Mtetl.
#19846 posted by Shambler on 2018/08/21 16:03:26
Strictly Deleting Double Posts?
#19847 posted by mfx on 2018/08/21 16:59:49
To Anyone Who Knows How To Make Levels For Quake 1 Using The J.A.C.K.
#19849 posted by the_derp_king_427 on 2018/09/01 18:13:03
I have experience with making maps for Half-Life 1 and the classic DOOM games and I'm trying to learn how to make levels for Quake 1, I've gotten the editor from the original site and made a pretty decent looking level, it might not be making the .BSP file. Hers what the compilation looks like.
** Executing...
** Command: Change Directory
** Parameters: D:/Program Files EXT/Steam/steamapps/common/Quake/Id1/mods
** Executing...
** Command: D:/QuakeDev/tools/ericw-tools-v0.18.1-win64/ericw-tools-v0.18.1-win64/bin/bspinfo.exe
** Parameters: "D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps"
---- bspinfo / ericw-tools v0.18.1 ----
---------------------
D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp
LoadBSPFile: 'D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp'
************ ERROR ************
Error opening D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp: No such file or directory
** Executing...
** Command: D:/Program Files EXT/J.A.C.K./quake/vis.exe
** Parameters: "D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps"
Quake VIS Compiler (build Dec 11 2013)
------------ vis ------------
************ ERROR ************
Error opening D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp: No such file or directory
** Executing...
** Command: D:/Program Files EXT/J.A.C.K./quake/light.exe
** Parameters: "D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps"
Quake LIGHT Compiler (build Oct 6 2015)
----------- light -----------
************ ERROR ************
Error opening D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp: No such file or directory
I use an external hard drive if that has any importance.
To Anyone Who Knows About J.A.C.K. Update
I tried going to the steam community for help, one person said to re- select the compiler tools in my configurations, I tried that but it still didn't work out. When I go into Quake and put in to load my map in the dev console, it still says that it can't spawn world server (whatever that is) and says the theres no .BSP file. Here's what the compilation looks like now.
** Executing...
** Command: Change Directory
** Parameters: D:/Program Files EXT/Steam/steamapps/common/Quake/Id1/mods
** Executing...
** Command: D:/QuakeDev/tools/ericw-tools-v0.18.1-win64/ericw-tools-v0.18.1-win64/bin/bsputil.exe
** Parameters: "D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps"
---- bsputil / ericw-tools v0.18.1 ----
---------------------
D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp
LoadBSPFile: 'D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp'
BSP is version 29
---------------------
** Executing...
** Command: D:/QuakeDev/tools/ericw-tools-v0.18.1-win64/ericw-tools-v0.18.1-win64/bin/vis.exe
** Parameters: "D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps"
---- vis / ericw-tools v0.18.1 ----
running with 2 threads
testlevel = 4
LoadBSPFile: 'D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp'
BSP is version 29
LoadPortals: couldn't read D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.prt
No vising performed.
** Executing...
** Command: D:/QuakeDev/tools/ericw-tools-v0.18.1-win64/ericw-tools-v0.18.1-win64/bin/light.exe
** Parameters: "D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps"
---- light / ericw-tools v0.18.1 ----
Raytracing backend: Embree
running with 2 threads
LoadBSPFile: 'D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp'
BSP is version 29
--- LoadEntities ---
7 entities read, 1 are lights.
--- OptionsSummary ---
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit:
43 sky faces
696 solid faces
0 filtered faces
0 shadow-casting skip faces
SetupLights: 1 initial lights
SetupLights: 1 after surface lights
SetupLights: 1 after jittering
--- EstimateLightVisibility ---
0
Final count: 1 lights 0 suns in use.
--- LightWorld ---
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.
lightdatasize: 836
0 switchable light styles (32 max)
Writing D:\Program Files EXT\Steam\steamapps\common\Quake\Id1\mods\maps\maps.bsp as BSP version 29
0.744 seconds elapsed
stats:
0.032442 lights tested, 0.007996 hits per sample point
0.000000 bounce lights tested, 0.000000 hits per sample point
0 empty lightmaps
PLEASE! FOR THE LOVE OF QUAKE AND ALL THAT IS UNHOLY, HELP ME!
#19851 posted by ericw on 2018/09/01 19:43:46
The folder structure is wrong, and your map is called "maps.bsp" which sounds like a mistake. You have:
Id1\mods\maps\maps.bsp
what it should be:
Id1\maps\your_map_name.bsp
and once you have it set up like that, you'll be able to launch it in game by typing "map your_map_name" at the console.
I'm not familiar with JACK but if you can make it stop using the "mods" subdirectory of id1, the folder structure should be correct.
To Anyone Who Knows About J.A.C.K. Update 2
Just tried that, Thanks for the advice, I think I'm almost there. But now it's not make the .BSP file again.
To Anyone Who Knows About J.A.C.K. Update 2
I would paste the compilation, but this only supports 5000 letters.
To Anyone Who Knows About J.A.C.K. Update 3 SOLVED!!!
SO! *lip smacks* found out were the .BSP files are going!
m y e x t e r n a l h a r d d r i v e .
Every time I've compiled this, the .BSP file was being made in my external hard drive RATHER than my maps folder. It's been staring me right in front of me and I was to stupid to see it. It's like doing a child's puzzle... but with sever blindness.
*face palms, laughs, and cries, all at the same time
Thanks for your time and advice!
#19856 posted by Shambler on 2018/09/02 20:50:28
Button Help [EDIT]
Posted by Yuccaz on 2018/09/02 19:49:35
Hi,
Sorry if this is in the wrong section but I couldnt see a way to post in 'Mapping Help'
Many thanks to Dumptruck for his great videos! After 20 years of loving Quake I am now enjoying making 'maps', something I thought I could never do. Whether anyone would want to play them is another matter :)
Anyway my problem...
I have created a button pointing to a train which works as intended however, when pushed it triggers all the monsters on he map? I can here all the fish and scrags all up for a fight, when I dont push it monsters act as normal eg triggered on sight etc.
Any ideas?
Thanks
yuc
#19857 posted by muk on 2018/09/02 21:32:34
The buttons target field is probably empty.
I Love You Muk
:)
#19859 posted by anonymous user on 2018/09/04 03:09:53
I apologize for the probably idiotic question but I'm not entirely sure how to go about this, I'm not even sure if this is the right place to ask.
How do mappers record those sexy free roam demos they put up on youtube? do you do that with the mapping program and something like OBS or is there a way to do it in quakespasm?
#19860 posted by Poorchop on 2018/09/04 03:21:26
Not sure what type of free roam videos you're referring to but you can load up a map in your source port of choice, type "noclip" and "notarget" in console, and then fly around to your heart's content.
You can record a demo usually by typing "record name_of_demo" but then you have to go through the extra step of converting the demo to a format that can be uploaded to youtube. OBS as you already mentioned is the easiest method - you can use game capture and record straight to mp4 or flv among other formats. It's as easy as downloading the program, selecting game capture, maybe setting a few recording options, and then pressing the record button within OBS.
#19861 posted by muk on 2018/09/04 03:31:16
Theyre recording a demo in the engine.
Bring down the console and do
record your_demo_name
you can name the demo whatever you wish. This is saved into the id1 folder if youre playing vanilla Quake. Otherwise itll be in the mod folder of whatever mod youre playing.
Then, to get the nice smooth look as seen in this video, run the demo file through this tool.
Just drag and drop the .dem file onto the tool.
Then to replay it in the engine, put the file into the id1 folder (or the folder for whatever mod you recorded it in), open your engine and do
playdemo your_demo_name
from there youll need to use OBS or some other screen capture software to create the video.
#19862 posted by anonymous user on 2018/09/04 03:32:47
Nice, the only other thing I needed to do was hide the gun model and now I can record some pretty footage.
Thanks man.
#19863 posted by muk on 2018/09/04 03:35:02
r_drawviewmodel 0
to hide the weapon
crosshair 0
to hide the crosshair
change the 0 to a 1 to turn them back on.
#19864 posted by anonymous user on 2018/09/04 03:41:59
I already knew how to do that, but I didn't express myself clearly, sorry about that.
Thanks anyways to both of you, at first I replied before seeing the second message, but that smooth demo tool will surely come in handy.
Button Help - Thanks Muk
#19865 posted by Yuccaz on 2018/09/05 00:23:54
Hi muk, I renamed the target of the train and button and now all sorted, many thanks for your speedy reply. I have much to learn...I'm loving this map building :)
Don't think i'll release anything soon but may be one day once i've figured it all out. cheers Yuc
Importing OBJ As Brushes?
#19866 posted by hakkarin on 2018/09/16 18:59:05
Is this possible to do? I feel the editor tools are too limited when it comes to creating complex shapes so is it possible to create a obj model and them import that as a brush? I know its possible to export brushes as obj so I was wondering if the reverse is also possible.
Rotating Objects In Arcane Dimensions
#19867 posted by that_30_year_old_doomer on 2018/09/16 20:08:34
Hello, this is my first post on Func_Messageboard so I'm pretty new to the rules and the way things work here but I was wondering something.
In Arcane Dimensions 1.7 (the latest release), there was a map (I think it was ad_swampy) that had a contraption which definitely caught my eye. It was two cogs that rotated seamlessly in opposite directions. That may be just a minor detail to any other player, but it was quite amazing how smooth the rotating motion was.
Now, I know that this was done in Scourge of Armagon by hipnotic but the rotation there is not smooth at all...more clunky. And I read somewhere that the way in which the rotation was done there was very cumbersome and complex.
So I was wondering...how did the maker of that AD map make such rotating entities? I am new to quake mapping so I do not know if this is possible already but I'd certainly like to know how it was done. I'd love to have such a feature in one of my maps (if it is possible at all). If anyone can help me with this I'd be very grateful!
Hakkarin
#19868 posted by ericw on 2018/09/16 22:08:12
#19867
#19869 posted by madfox on 2018/09/16 23:54:25
If you're familiar with coding you could collekt that info in the dev_kit1.7, that Sock distributes at his site.
Arcane_dimensions_devkit1.7
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