Why Doesn't Someone Write A Tut For Compiling Q2 Maps Out Of
#2914 posted by Jaeon on 2019/01/30 02:16:06
Trenchbroom? I have seen two other threads that fizzled when the user was asking for help to do just that. I am wondering if there is an issue with Trenchbroom that won't allow for it. Heck, if there was one for how to do it with Quake that might suffice. I am hoping someone takes up the challenge. As for the statement "I find it difficult to converse in a language I am not functional in. " I was referring to my inability to understand even basic code speak.
Jaeon
I did it before. It can be done. Just try it out. If I can figure it out anyone can. Sorry I don't have the answers for you but I have a new computer and those files are on another I don't have access to. You can Google for Quake 2 compiling tools and find this:
http://home.insightbb.com/~gryndehl/q2compile/quake2.html
Write a batch file to compile your map and FFS GO MAP.
Jaeon
and go here for some info: https://discord.gg/Wnqz74z
Drew
The map file looks fine. Could you post the entire error message, it might stem from one of TB's other configuration files.
Drew
#2918 posted by Scrama on 2019/01/31 14:24:12
I've got it
// entity 25
{
"classname" "monster_zombie"
"origin" "744 136 200"
"angle" "270\"
}
Last entity at file has misprinted backslash - escape character. Just remove it using notepad.
Good Find!
@dumptruck_ds
#2920 posted by Jaeon on 2019/02/01 04:06:30
Appreciate it. Thank You. Too much for me though. I am now using Quark's internal compiling. It is no more time consuming then using the compiling GUI. So I build in Trenchbroom and compile in Quark, my problem is solved.
Mission Accomplished.
#2921 posted by Drew on 2019/02/01 05:46:03
#2922 posted by Drew on 2019/02/01 05:50:46
(re #2918 AND #2920, clearly)
So is this \ a byproduct of something I did in the editor or just my fat fingers
Drew A.k.a. Fat Finger
#2923 posted by Scrama on 2019/02/01 08:15:47
Seems like you pressed it in pair with Enter
Yup
TB should warn about this though.
SleepwalkR
#2925 posted by Scrama on 2019/02/01 10:00:12
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n"
Yeah
#2926 posted by Drew on 2019/02/02 03:58:19
What he said
TrenchBroom 2019.2
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements | https://github.com/kduske/TrenchBroom/releases/tag/v2019.2
TrenchBroom 2019.3
Hiding Vertices/edges/faces Behind Brushes?
#2929 posted by Razumen on 2019/02/11 05:36:39
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes.
I Don‘t Understand What You Mean
Please explain in more detail.
Re: I Don‘t Understand What You Mean
#2931 posted by Razumen on 2019/02/11 16:13:43
Ah sorry, I see there's already an issue open under "Draw occluded vertex handles shaded #1568" detailing pretty much the same request.
#2932 posted by muk on 2019/02/12 01:15:06
imagine how cluttered it got when Vertex, Edge, and Face nodes were all displayed at the same time.
Quake 3 Bug
#2933 posted by Reyond on 2019/02/13 20:37:08
I am sorry, may be I am just stupid but seems like I found a strange bug. When I open quake 3 .map in TB and then save, it turns into quake 1 map (I use windows version of TB 2019.3). I asked few people to do the same on their PCs and they have same bug. Seems like TB converting quake 3 maps into quake 1 format when it opens it.
Also Quake 3 Bug
#2934 posted by Reyond on 2019/02/13 21:24:24
Also wierd bug. Not all md3 models are displayed in TB. Check it out, here are some models that I use:
https://drive.google.com/file/d/1bc81Dhe8Twj02pVVvaMhC0HuH6j-6QgG/view?usp=sharing
Wad3 Textures
#2935 posted by Reyond on 2019/02/13 21:59:25
Seems like wad3 textures can not be loaded in TB
Q3 Maps
As per the output in the log, TB does not fully support Quake 3 maps. Quake 3 maps are Quake 2 maps with two additional structures: Patches and brush primitives. Neither are supported, so when you save a map, these structures will be lost.
TB also won‘t display models that consist of multiple md3s that are connected by tags, or models with external skins.
The Quake 3 config expects tga, jpg or png textures. WAD3 is a Quake 1 thing, if you want to use it, you need to create a custom game config. See the manual.
Wad3 Support
#2937 posted by Zaloopa on 2019/02/14 21:06:37
Got wad3 textures with this confing
"textures": {
"package": { "type": "file", "format": { "extension": "wad", "format": "wad3" } },
"format": { "extension": "C", "format": "hlmip" },
"attribute": "wad"
},
So I Hear There's A New Quake Engine-based Game Announced.
#2938 posted by Razumen on 2019/03/07 06:40:29
Might be a good opportunity to hype up Trenchbroom and get new people interesting in Quake modding and mapping. ;)
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