Compile Quake 2 Map On Mac?
#2139 posted by okaybenji on 2016/05/29 03:27:24
Greetings! I have a simple map I built for Quake 2 in the Trenchroom v2 beta, but before I get much further I'd like to see it in-game. How does one compile a BSP from a .map file on OS X? Thanks!
Err...
#2140 posted by okaybenji on 2016/05/29 03:28:45
TrenchBroom* :D
You Can Use These Tools
Specifically qbsp. Then you can use light to add lighting (qbsp on its own will give you a fullbright bsp).
Oops, Didn't Notice The "2"
Don't know if this applies to Q2
In any case you need a separate compiling programme (similar to qbsp); TB doesn't compile maps. Because I feel stupid for giving the wrong answer to your question, I've tried to find what people currently use to compile Q2 maps, and I've found this: http://home.insightbb.com/~gryndehl/q2compile/quake2.html (via http://maps.rcmd.org/tutorials/q2_mapping_today/). Seems to be Windows only, but maybe it'll run in Wine on OSX?
Or someone else will give the correct answer and I'll look and feel like even more of an idiot...
Wine Seems Unhappy
#2145 posted by okaybenji on 2016/05/29 19:42:12
I appreciate the help in any case! I had not tried using Wine, but I'm not having much luck with it. If there are any tools which work natively on OS X, that would be awesome, but of course I'd be happy to get these tools working through Wine as well. What follows is the command I used and the output of qbsp3.exe:
gddqbsp3_109 okaybenji$ wine qbsp3 -gamedir /Applications/Games/Quake\ 2 test.map
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to /Applications/Games/Quake 2\
entering Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.map
0...2...5...7... (0)
0...2...5...7... (0)
writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.prt
Writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.bsp
0 seconds elapsed
Benjis-MBP:gddqbsp3_109 okaybenji$ wine.bin(89554,0x407c9000) malloc: *** error for object 0xf883bbc0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Did It Write A Bsp?
#2146 posted by ericw on 2016/05/29 20:01:01
I normally get warnings with wine.. although not malloc errors. It looks like it succeeded though.
Every q1/q2/q3 compile tool I've tried has worked in wine, fwiw.
Hmm, It Did, But...
#2147 posted by okaybenji on 2016/05/30 16:35:29
Yes, it created a BSP, but every time I try to load that BSP in Quake 2 I get the error: "Couldn't find spawn point"
My map is just a small, closed box with info_player_start and a railgun inside of it. For good measure I've tried throwing in an info_player_deathmatch as well. *shrug*
The Sun
#2148 posted by okaybenji on 2016/05/30 16:47:25
I successfully compiled the included thesun.map and loaded it in the game, so the compiler is working! Just need to learn how to make Quake 2 maps I guess, haha.
I have managed to build and play a map for Quake 1. Loving TrenchBroom!
Yeah!
#2149 posted by okaybenji on 2016/05/30 23:31:49
Ahh, I got it working! Was just doing something stupid. Thanks for the help, total_newbie and ericw. And thanks for the great app, SleepwalkR!
Yay!
Splitting TB Into Two Windows?
Is it possible to split one instance of TB into two windows, so that when you have more than one monitor, you can e.g. move the 3d view onto one monitor and have the map/entity/face browser on the other monitor?
If not, is it worth a feature request on github, or is it the kind of thing that's not likely to be implemented?
No, Not Yet
There already is a request for this on github somewhere, but it's not very high on my priority list right now.
Fair enough. Thank you for responding.
+4096 Limits/ Clear World Coordinates
The +-4096 limits are not displayed anywhere in TB (yet), are they?
I just opened a map I'd been working on under TB in Netradiant, and saw how it displays clear boundaries at the +-4096 points (and at multiples of 512 when you zoom in closer) -- generally the coordinates on the grid make it clear where everything is in the world.
This would be tremendously useful in TB. I was a little shocked to see how close some of my brushes were to the limit (the map is a little lopsided rather than huge) and I wish I could see this in TB without needing a second editor.
Or does TB already show it somehow?
Total_newbie
I created a map that shows the boundaries in Trenchbroom. I basically map inside a giant hollow brush... once I am ready to seal the map I delete the hollow brush and get to work.
FifthElephant
Thanks for the tip. You mean six large flat brushes that enclose the map in a cube, all 4096 x 4096 x [some small number], and positioned along the +-4096 edges of the world? That's not a bad idea as a workaround, but could you even create that cube in TrenchBroom? It would seem that you'd need a different editor that shows you where the +-4096 edges are so that you could line up the cube correctly (I mean, even if it's doable within TB, it sounds like it would be rather finicky).
In any case, while that's probably a good workaround, it really shouldn't be necessary to need a workaround -- and potentially a second editor to implement it.
But thank you again for the tip!
Total_newbie
I made my hollow cube entirely in trenchbroom actually. Didn't take me long either.
"TrenchBroom_Mac_1.1.6_2759.zip" is the TB2 beta?
#2160 posted by Joel B on 2016/06/22 23:59:50
TrenchBroom-MacOSX-2.0.0-Beta-e439e68-RelWithDebInfo.dmg
I forget down for look more :P
#2162 posted by anonymous user on 2016/07/01 00:03:14
how do for playing file .map?
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