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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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OK - What Are Your Errors? 
Give some details, and there may be a solution!

One thing I will say is that the WorldCraft process window has always been a problem, and it would be recommended that you run your compiling programs under a command prompt (i.e. start> programs> accessories> command prompt - then:

cd c:\(insert your .map file and tools dir here)
txqbsp (mapname)
vis -fast (mapname) ==> "-level 4" instead of "-fast" for full compile
light (mapname)


OK, so you may well know all of the above already :P

Please specify the error for more help :-) 
Here's The Error Log From The Compiler. 
i used to have a batch compiler for hl1 i could get it again u think that would work betteR?


** Executing...
** Command: Change Directory
** Parameters: c:\quake


** Executing...
** Command: Copy File
** Parameters: "C:\BSP\Quake\Bats\testmap1.map" "c:\quake\id1\maps\testmap1.map"

The command failed. Windows reported the error:
"The system cannot find the path specified."

** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "c:\quake\id1\maps\testmap1"


** Executing...
** Command: C:\BSP\Quake\Bats\QBSP.EXE
** Parameters: "c:\quake\id1\maps\testmap1"

Transparent water QBSP with Hipnotic extensions
MultiWAD version 1.65
by Ken Alverson based on original code by John Carmack

outputfile: c:\quake\id1\maps\testmap1.bsp
************ ERROR ************
Error opening c:\quake\id1\maps\testmap1.map: No such file or directory

** Executing...
** Command: C:\BSP\Quake\Bats\rvis.exe
** Parameters: "c:\quake\id1\maps\testmap1"

---- vis ----
************ ERROR ************
Error opening c:\quake\id1\maps\testmap1.bsp: No such file or directory

** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "c:\quake\id1\maps\testmap1"

----- Light 1.43 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening c:\quake\id1\maps\testmap1.bsp: No such file or directory

Elapsed time : 0:00

** Executing...
** Command: C:\Program Files\Quake\glquake.exe
** Parameters: +map "testmap1" 
Weird! 
Er - what is happening there is that the compilers arent configured properly, I can only speak for myself here but I put the compilers in c:\quake\id1\maps, which is the same place that I store the working rmf and map files. This way the only dir that Worldcraft crappy process window has to look is the one folder that all of the files are in!

http://www.mediafire.com/imageview.php?quickkey=dxr4mm4cicn&thumb=4

Although I will say:

"** Parameters: "c:\quake\ id1\maps\testmap1&q..."

what the hell is the &q doing at the end of this line? Heh - I don't know!

This is a stupid one: - does the dir c:\quake\id1\maps\ exist on your PC?? (I assume so, but you never know!)

From the log it seems that the error first occurrs during the copy file process - because of this none of the other tools will work because the file did not copy to the destination folder, which is where the compilers are looking for the file....

Hmmm 
Yep 
yea, those dir's all exist on my pc lol actually i manually put all the files there myself to try and fix the issue. ill try doing what you have done to fix the issue and if that doesnt work, ill try my batch compiler. 
If In Doubt 
use a command prompt!

You have more control over each step of the comiplation process this way! Just stick all of yer tools in a folder like "c:\quaketools\" or something, then in Worldcraft go:

file> "export to .MAP">

then save it in "c:\quaketools"

then run from the way I described in my first reply, or write all of the commands in a batch file and run the batch file, i.e:

open notepad and write:

@echo Compiling testmap1
@echo Running...
@QBSP testmap1
@vis testmap1
@light -extra testmap1
@echo Finished! Now copy the .bsp file to c:\quake\id1\maps, run Quake and type "map testmap1" on the console...



save this file to c:\quaketools as a .bat file (rather than a txt file), go to c:\quaktools and doubleclick on the .bat file...

If this seems very patronising of me then I'm sorry! Im sure one of the other guys will know a simpler solution!! :P 
Heh 
I bet this DOES sound quite patronising, sorry, I was typing the last one when you replied! 
Lol K, 
ill try all solutions and which ever one works the best, ill use that one from now on lol thanks guys. 
Tryed... 
tryed writing the bat file u suggested even copyed and pasted what u said to write and ran it , and the command window just opened and closed no bsp. 
 
Well, the error is right the first command where the .map is copied somewhere else:

Make 200% sure these folders are the right:
C:\BSP\Quake\Bats\
c:\quake\id1\maps\ 
Hold On 
hold on i might done your way the wrong way i didnt type it in command promt i just double clicked it afterwards lol 
Doing It Manually Should Definately Work! 
the "nomapversion" program is not important, all it does is remove a key from the enitity "worldspawn" which is "mapversion" "220"

This is not critical, it will still run just fine in Quake.

Putting your .map file in a folder like "c:\quaketools\" with your tools, and running the tools one at a time from the command prompt should definately work!

The error report from your process window could be re-posted here, because there is a limit to the size of one word on this messageboard, so if you re-post the error log but put some spaces in to break up the large strings of characters, we will be able to see the complete filenames....

That might help. 
Ok Lol... 
evidently all the csg files and such just disappeared. i have a batch compiler that has been set up for quake i just dont have the batch fiels. 
Can One Hope For Colored Light Support 
from Bengt Jardrup? ligh compiler and engine too

since more and more maps and mappers are using it, and Bengt`s light tool is probably the best and his engines are good at handling big crowded maps and preferd by many 
:-) 
 
All That Has 
all that has is vis... :( 
Speeds 
I asked aguirRe the same question a while ago (i.e: when his engine will support colored lights), but he answered it is not part of his plan yet... Maybe he will changed of mind if enough people are pushing for...

aguirRe, any comments ? 
 
lol anyone know where i can download all of the compiling tools ? 
Yeah 
Look at AguirRe's profile under "people" at the top of this page, and go to his homepage! It's excellent! You can also read his Quake One Tooltips document, it contains a lot of info, and it's a brilliant resource to look up error messages, find out what they mean and how to overcome them... 
I Would Recommend 
you use "TxQbsp", it's the best bsp tool ever dude! Its extremely stable. Also his modified GlQuake is an excellent tool just to run maps which wont run in other engines. Often you find that it will run your map and tell you what is wrong with it! It is generally considered good paractise that you create maps to run in other engines, although there are some maps and mods out there which will only run in AGlQuake because they are over the engine limits..... 
New Log.... 
so, whats up now? i got a new repot on my log.


** Executing...
** Command: Change Directory
** Parameters: c:\quake


** Executing...
** Command: Copy File
** Parameters: "C:\BSP\Quake\Bats\testmap1.map" "C:\Program Files\Quake\id1\maps\testmap1.map"


** Executing...
** Command: C:\Program Files\Worldcraft\quaketools\txqbsp.exe
** Parameters: "C:\Program Files\Quake\id1\maps\testmap1"

TxQBSP 1.12 -- Modified by Bengt Jardrup

Inputfile: C:\Program Files\Quake\id1\maps\testmap1.map
Outputfile: C:\Program Files\Quake\id1\maps\testmap1.bsp
------ LoadMapFile ------
216 faces
37 brushes
7 entities
8 miptex
30 texinfo
Added 7 texture frames

Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
35 brushes read
------ CSGFaces ------
----+----+
204 brushfaces
158 csgfaces
150 mergedfaces
------ SolidBSP ------
172 split nodes
48 solid leafs
108 empty leafs
17 water leafs
401 leaffaces
390 nodefaces
------ FillOutside ------
84 outleafs
------ MergeAll ------
98 mergefaces
------ SolidBSP ------
----+----+
49 split nodes
28 solid leafs
19 empty leafs
3 water leafs
178 leaffaces
142 nodefaces
------ Portalize ------
22 vis leafs
38 vis portals
------ Tjunc ------
134 world edges
472 edge points
162 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+

------ FinishBSPFile ------
WriteBSPFile: C:\Program Files\Quake\id1\maps\testmap1.bsp
90 planes 1800
203 vertexes 2436
61 nodes 1464
30 texinfo 1200
158 faces 3160
192 clipnodes 1536
35 leafs 980
194 marksurfaces 388
798 surfedges 3192
400 edges 1600
15 textures 185624
lightdata 0
visdata 0
entdata 565

Elapsed time : 0:02

Peak memory used : 0.4 MB

** Executing...
** Command: C:\BSP\Quake\Bats\QBSP.EXE
** Parameters: "C:\Program Files\Quake\id1\maps\testmap1"

Transparent water QBSP with Hipnotic extensions
MultiWAD version 1.65
by Ken Alverson based on original code by John Carmack

outputfile: C:\Program Files\Quake\id1\maps\testmap1.bsp
************ ERROR ************
parsing brush

** Executing...
** Command: C:\BSP\Quake\Bats\rvis.exe
** Parameters: "C:\Program Files\Quake\id1\maps\testmap1"

---- vis ----
************ ERROR ************
Error opening C:\Program Files\Quake\id1\maps\testmap1.bsp: No such file or directory

** Executing...
** Command: C:\Program Files\Quake\glquake.exe
** Parameters: +map "testmap1" 
Duh 
Don't use such stupid batch files.

Just run the tools individually in the command prompt -at least to see if it works. Qbsp, vis, light - it's as simple as that. The log above looks like there's something wrong with your batch, as if two QBSPs are run. Delete the second one (by Ken Alversion). Then it should work. 
Yeah 
you only need to run TxQbsp, it contains all of the features of WQbsp (Ken Alverson's) but it's more modern and has plently other newer features (it's stable as hell)

First run TxQbsp (with no commands)
Then run Vis (type "vis -fast testmap1", or "vis -level 4 testmap1")
Then run light (type "light -extra4 testmap1", or "light -gate testmap1")
then you can run the map in Quake! :-)

If you read the documentation on AguirRe's hompepage it will tell you all of the commands for his tools... 
Heh 
if you read that log you will see that TxQbsp sucessfully comiles your map with no warnings! But then WQbsp tries to do the same thing and crashes. If you had run the tools one at a time you would have been able to view the map at that point, just with no vis (visual optimisation) and no lighting. The light and vis would have worked if WQbsp hadn't scrambled the perfectly good .bsp file that TxQbsp had created...

(dont worry dude, I found it all very confusing to begin with) 
Alright 
so far got it workin hehe thanx guys, u know of a website with a forum like this that i can ask modeling questions ? 
Well, Errr........ 
OK, I have never really tried this! If you plan to mod for Quake1 I would look at:

http://www.inside3d.com

Err, there are some tools at

http://www.planetquake.com

There's much much more but I.. I just ...

(Im no coder...) 
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