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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 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...) 
He Said Modeling (modelling) 
not modding. 
Bat Files Are Not Stupid! 
Open the bat files with a text editor. And look at the paths and modify them. Where is the Problem?!? 
Program Files!!! Sux 
I think I wrote Progra*1

* is not correct but I cant write the "Wave" :( 
 
Put it in quotation marks. That's how you specify to DOS that it's a long filename with spaces in it. So "c:\program files\windows sucks\qbsp".

However, if you're going to store your maps and things in 'program files' you'll probably find that the Quake tools aren't fans of paths containing spaces. 
 
My fast.bat :

..\bats\Txqbsp %1
..\bats\light -extra %1
..\bats\vis -fast %1
copy %1.bsp \Progra~1\games\quake\ID1\maps
cd \Progra~1\games\quake
glquake.exe -width 1280 -height 1024 -bpp 32 -heapsize 30000 +map %1


works 
My Comp.bat 
qbsp -oldaxis %1
vis %1
light -gate 1 %1
copy %1.pts c:\quake\id1\maps
copy %1.bsp c:\quake\id1\maps 
I Have Quake Shortcuts 
in ctrl-alt-w (fitz)
and ctrl-alt-a (fuhquake)
You can set up keyboard shortcuts on desktop shortcuts. Very useful. 
Is There A Better Fgd I Can Get Cuz 
on here - http://www.denken.com/dzone/q1mappersguide02.htm

there are a bunch of entities i dont have 
Killa 
models info:
http://www.cc.gatech.edu/classes/AY2000/cs4455_spring/planetquake/modediting.html

http://www.xs4all.nl/~renep/qmehelp/tutmyfirstmdl.htm

Also Preach's tutorial is usefull:
http://www.quakeexpo.com/booth.php?id=32

I can't help you with your fgd, because I don't use WorldCraft. 
then what do you use, is there a better program? thats just as easy as worldcraft? 
Some People Tend To Use QERadiant Or GTKRadient Or 
whatever....

Or QuArK. or BSP

But not me! :-) 
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