#2564 posted by muk on 2017/05/13 20:36:05
Cant you do face and world alignment in JACK/Hammer?
TB needs that.
Throw in texture wrapping with it and TB will be catching up to Texture toolsets of other editors.
2nded For Face Alignment
#2565 posted by Qmaster on 2017/05/14 00:51:41
Can't Run QS
#2567 posted by PRITCHARD on 2017/05/24 11:41:01
http://i.imgur.com/2uX1W1g.png
Does anyone know how to get QS to run through the TB compiler? I tried using -game ad instead of +game ad but it just gave me an error about having the shareware version of the game (?!).
MarkV runs fine through this :(
#2568 posted by Baker on 2017/05/24 14:04:55
Your working directory needs to be where the engine is.
If Mark V starts with a working directory and can't find Quake there, it will check and see if Quake lives in the folder where the .exe is .. and use that as working directory instead.
#2569 posted by metlslime on 2017/05/24 17:28:12
Baker that is a nice feature, it sounds like something QS should steal.
#2570 posted by metlslime on 2017/05/24 17:31:15
Also, "couldn't load gfx.wad" has never been a helpful error message, that could be rewritten to suggest the most likely fixes.
@metlslime
#2571 posted by Baker on 2017/05/24 17:47:12
I have tried to get other engines to steal that for years. Tends to get dismissed out of hand as a non-problem. If Mark V actually does get the gfx.wad it very clearly says what is wrong, and then pops a message saying "Opening folder c:\path_to_engine ..." and opens the folder.
/Brief gentle tangent, .. hopefully not much disruptive to the TB thread
#2572 posted by PRITCHARD on 2017/05/25 10:30:12
I am officially taking Baker's side on this one, it's a serious pain having to use the game dir as your working directory... Especially because the compile tool doesn't have a working way to get the map's directory...
http://i.imgur.com/3i0nthn.png
I think I can use fully qualified names to avoid this, but it makes the parameters of my tools into even more of a mess than before...
Could someone tell me if i'm using ${MAP_DIR_PATH} wrong or something? I think this should probably have a github issue if it's genuinely broken.
#2573 posted by Spike on 2017/05/25 15:50:04
engine -basedir ${GAME_DIR_PATH} -window +map foo
or something.
(or +set fs_basedir foo for q2/q3)
some engines ignore -basedir. those engines are annoying.
an explicit path should always take precedence over a fallback/guess.
That said, default compile rules for TB would be really nice... it would save quite a bit of frustraction... at least until someone uses a path with spaces in it, anyway.
@metlslime
#2574 posted by Baker on 2017/05/25 16:41:36
Hehe
(I didn't have Spike in mind. He even has a different objection than I've seen before )
/@Spike - Mark V honors basedir and can handle paths with spaces in them like -basedir "Path to Quake".
RC4 Stable Om Win 10 Laptop
I've been pushing TB2 pretty hard this week especially using undo many more times than I would ordinarily do while mapping (a dozen or more steps back) and have had zero issues. Am I dreaming or did some of the default keyboard shortcut change or go away though? I think the only weird thing I've noticed was the transparency bug noted elsewhere on this thread and on Github. Amazing work guys.
Qmaster
#2576 posted by Drew on 2017/05/27 01:33:12
I never knew about this functionality in Hammer!
#2573
#2577 posted by PRITCHARD on 2017/05/28 12:38:16
I was able to make that work with QS, but only by using a fully-qualified path rather than the ${GAME_DIR_PATH} one you suggested. Did your suggestion work for you? Maybe there's something wrong with how my environment is set up.
#2578 posted by muk on 2017/05/28 16:08:15
I remember someone setting up their preferred engine in one of the "Tool" slots in the compiler. Bit more intuitive, imo.
@mukor
#2579 posted by PRITCHARD on 2017/05/29 01:35:15
That's what I've done. It's nice because it only takes one click to start the process and when it's done you're instantly in-game with your map.
It's less nice because of all the issues I've had trying to make it work with something that isn't MarkV.
@Drew
#2580 posted by Qmaster on 2017/05/30 18:47:24
Pretty much the only reason I use JACK more. That and primitives.
All on Sleepwalkr's list I'd imagine.
Esrael
#2581 posted by negke on 2017/06/02 14:33:52
If you read this, please contact me. It's about your TofuQake (hehe).
#2583 posted by Mugwump on 2017/06/17 13:49:25
Tried to load the .map from The Hell That's Coming in TB2 today but it returned this error message and crashed:
Expected integer or decimal, but got '[' (raw data: '[') (line 15, column 96]
Is this worthy of a bug report or is it perhaps already reported? Note that I was still using RC1 in WinXP, will have to check in RC4 to see if it still happens.
Not A Bug, Just An Unhelpful Error Message
#2584 posted by negke on 2017/06/17 13:58:31
In the Open window select Map Format "Valve".
Valve?
#2585 posted by Mugwump on 2017/06/17 14:02:38
...but it's a Quake level! And it doesn't happen with any other Quake map I've tried to load. Why is this happening?
#2586 posted by muk on 2017/06/17 15:35:19
Because that map you are trying to load uses "Valve" texture mode. Most other dont/didnt until recently.
OK, Thanks.
#2587 posted by Mugwump on 2017/06/17 17:27:32
Feature Suggestion: Relative Light Adjustments
I posted this on Github but thought I'd share for discussion.
I'm an video editor and in my editing software I can raise audio levels relative to each other. So if one track is -5dB and another is 5 I can raise them both simultaneously by 2 dB to make them -3 and 7. A real time saver when mixing audio. This gave me an idea for TB. It would be great to be able to select multiple lights and raise their values relatively as opposed to just absolute values. I'm not sure if this would apply to any other key/values. Nothing else comes to mind. It would be wonderful to tweak lighting in large areas in one operation. Just an idea!
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