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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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Clipping Through Tree Entities In Dusk Mapping 
Hi, I'm trying to make a map for Dusk and some of the entities seem to be incorporeal. In particular many of the tree entities you can walk right through. Some of them are fine though. In testing it appears as though it has to do with the entity type rather than the individual entity (ie some kinds of trees you can walk through others you can't)

Any ideas what could be causing this? 
BSP V96c Editor 
Just a shout to any old timers out there: does anyone know if BSPv96c should run on Win11?

I just found all my old map files that I thought were lost forever and thought I might fire them up for a bit of a nostalgia trip. 
Later Versions 
The patch notes on this webpage for 96c say "This has an important fix for Windows 98 users. 7/14/2007"
https://www.bspquakeeditor.com/downloads.php

Looks like there have been 14 more versions since then, with the most recent in 2022. I've not used it myself, but I'd give good odds that version would work on W11. And hopefully would be compatible with the old maps as well. 
Thanks Preach 
I didn't even think to look for updates; I just found the editor with the maps files on a HDD tucked away in an old shoe box. When I fired it up I got some obscure error messages that didn't mean anything to me.

I'll try the latest update and see how it goes.

Much obliged to you. 
No Worries 
I feel you though, I still depend on Gmax and that got abandoned by AutoDesk 19 years ago. We're all in the business of keeping ancient software alive... 
Glitch On Custom Map 
I was making a map, and I had a couple of enforcers targeting a counter (with a count of 2,) and I had it teleport a nailgun onto the platform that the enforcers were on. I made sure that messages were on to make sure that the counter was working, and it was. I also added a trigger_relay, with another message, but after compiling with the new changes, it practically froze after I killed both of the enforcers and activated the trigger_counter, and then the trigger relay. I'm relatively new to mapping and have been following dumptruck_ds's tutorials in order to figure stuff out like teleporting entities, so I'm not very experienced. I can share the map file if needed. 
Using A Mod 
Hi Clackl. Are you using regular Quake or some kind of mod? If a mod which one?

The reason I ask is that I don't think weapons can go through teleporters in regular Quake. You might have to fake the effect or do something visibly different. For example, you could have the nailgun on a plinth that lowers to the player's level when the enforcers die. 
Necros' Compiling GUI Won't Run Map 
I'm trying to compile my map and I'm running into these errors:

The system cannot find the file specified.

And In the console in quake it says this:

========= Quake Initialized =========


Add-on server status:
25 add-ons available for download
1 add-on already installed

execing quake.rc
execing default.cfg
execing ironwail.cfg
couldn't exec autoexec.cfg
Couldn't spawn server maps/mymap.bsp
3 demo(s) in loop

I've checked the file paths and Im positive that there aren't any spaces that would mess up the compiling. The .bsp and .map for the map is in id1\maps. I don't know what to do PLEASE HELP!!!!! 
Paths 
There are five places in NecrosGUI where you enter paths. Check all of them because this is a path error.

One other thing to check is if you have a info_player_start in the map but that would be a different error. 
FIXED!!! THANK YOU!!! 
It was a path error. When I had extracted zip file for ericw tools it extracted as a folder within a folder with so the path looked like this:

D:\quakedev\tools\ericw-tools-v0.18.1-win64\ericw-tools-v0.18.1-win64\bin

All I had to do was take the folder out of the folder and delete the extra folder so path looks like this:

D:\quakedev\tools\ericw-tools-v0.18.1-win64\bin

Thank you!!!! 
Nice 
I am glad you solved it. There are some good reasons to use the built-in compiler in TrenchBroom as well. It takes a bit of setup which you can read about more here:

https://github.com/4LT/tb-compile-guide/blob/main/README.md

I personally use q1compile https://github.com/glhrmfrts/q1compile/releases

video here:https://youtu.be/IAhoxXGLce8?si=zEhZvMMaJQns01sm

Lots of options but at least you have it working now necros' GUI is still great! 
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