He Said Modeling (modelling)
#7507 posted by metlslime on 2008/05/31 08:45:09
not modding.
Bat Files Are Not Stupid!
#7508 posted by rudl on 2008/05/31 11:00:04
Open the bat files with a text editor. And look at the paths and modify them. Where is the Problem?!?
Program Files!!! Sux
#7509 posted by rudl on 2008/05/31 11:06:08
I think I wrote Progra*1
* is not correct but I cant write the "Wave" :(
#7510 posted by JneeraZ on 2008/05/31 12:02:21
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.
#7511 posted by rudl on 2008/05/31 12:30:14
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
#7512 posted by bambuz on 2008/05/31 14:17:53
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
#7513 posted by bambuz on 2008/05/31 14:19:04
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
#7514 posted by Killa on 2008/05/31 14:49:39
on here - http://www.denken.com/dzone/q1mappersguide02.htm
there are a bunch of entities i dont have
Killa
#7515 posted by madfox on 2008/05/31 21:22:15
?
#7516 posted by Killa on 2008/06/01 02:19:37
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
#7517 posted by RickyT33 on 2008/06/01 02:38:43
whatever....
Or QuArK. or BSP
But not me! :-)
Q3Radiant
#7518 posted by BlackDog on 2008/06/01 02:40:45
Has good quake support. You may or may not prefer it.
P.S. Use 1.4, 1.5 bites.
#7519 posted by anonymous user on 2008/06/06 16:34:38
"The process cannot access the file because it is being used by another process" is the error I get after trying to compile the first map/room I ever made into a bsp. When I try to run my map to compile it into a a bsp using QBSP.exe and Vis.exe and LIGHT.exe that is the error I get. Can anyone help me out?
Save To A .map File
#7520 posted by bambuz on 2008/06/06 18:05:58
then run qbsp with the file ie "qbsp mymapnamehere" in command prompt by having all the utils and the map file in the same directory. Wait till it finishes. Then run vis and then light. In similar style.
Use aguirre's utils.
That "file in use" thing might be if some program was using the file and then crashed so it never released the lock. You might try to exit the editor, relogon, reboot or something to clear the lock. You must not run any of those tools simultaneously, but one at a time.
#7521 posted by Me again on 2008/06/06 18:15:04
OK so when I tried to convert to BSP using your method in command prompt I typed: ""C:\Documents and Settings\Sam.HOME-Z41XARD8MU\Desktop\Q1tools\QBSP.exe" first
First is the name of my map. I tried just simply typing "QBSP First" but windows couldn't find the file. So when I did what I tried above, a window would pop up for like a second then disappear.
#7522 posted by Me again on 2008/06/06 18:18:44
Wait I'm sorry.. Actually when I did it with qbsp I got: "first.h1", "first.h2", "first.prt", and "first.pts" but no "first.bsp" when I tried doing it with Vis and Light I got nothing new. just a split second window.
Copy
#7523 posted by bambuz on 2008/06/06 18:19:46
the .map file (in my example evil.map) and qbsp.exe into the same directory like c:\maps
then go to command prompt and type these two lines (end with enter)
cd maps
qbsp evil
Leak?
#7524 posted by Spirit on 2008/06/06 18:53:09
That looks like you have a leaked map.
#7525 posted by anonymous user on 2008/06/06 19:25:56
Nevermind.. after messing around I realized that my file extension was too long so I had to move everything to C:/ . Thanks for your help here guys.
Sorry
#7526 posted by Me again on 2008/06/07 06:59:10
Hey sorry to bother you all but I get this error when I try to compile my map:
LoadPortals: couldn't read C:\QUAKE\2nd.prt
is it because of a leak or something? too many textures?
If the portal file (.prt) does not exist, then the map has leaked, yes. QBSP will have generated a pointfile (.pts) instead, which you can use to try to find the source of the leak.
Copy the pointfile (it should be 2md.pts for you here) into your quake/id1/maps directory. Load the map and type pointfile in the console.
You will see a dashed line coming from a nearby entity and going through a hole in the map (at least hopefully that's what you'll see, the pointfile isn't always completely reliable...)
Hey Again
#7528 posted by LEAK! on 2008/06/07 07:35:19
OK so I did what you told me the first time and it pointed me to the leak.. my leak was that the sky was open to the outside.. so i moved the sky down and made it bigger to cover the top of the screen. I try again. It gives me the same error again. So I try pointfile and it tells me "not enough free particles" "no points read" you think you can help me? Thanks in advance.
On a side note: How do I get more light into my maps? I put so many globes and torches and a lot of my map is still dark.. I even added a sky.
LEAK!
#7529 posted by JPL on 2008/06/07 10:48:32
In the worldspawn, you have to add a light field, and set a value: it will give a minimum light for the map, and then no more completely dark areas ;)
#7530 posted by rj on 2008/06/07 11:30:39
In the worldspawn, you have to add a light field, and set a value: it will give a minimum light for the map, and then no more completely dark areas ;)
don't do this. it looks horrible
you just need to scatter ambient lights around carefully and play with their values; not all your light needs to come from torches or globes. it's very much a case of trial and error.
as a very rough example guide, in corridor type areas i put ambient ents 64 units off the ground, about 192 units apart from eachother and will typically give them a value of between about 140 and 170 depending how light i want it in there. then for bigger rooms it's a case of spacing them further out & increasing the values.. you really need to experiment though. and contrast between light & dark is important; you need sources lights & well-lit areas but quake wouldn't be quake without the dark shadows!
*sourced Lights
#7531 posted by rj on 2008/06/07 11:41:27
that should be.
one other thing to add, a nicer alternative to minlight for quickly lighting large areas is having a couple of lights with 'delay' set to '1' (assuming you have a custom light compiler). try putting one at the centre of a large room & tweaking its values, although it shouldn't be too high and there definitely shouldn't be more than a few in the same area (unless you're using them as an alternative to sunlight). really they're best used as an accompaniment to normal lights, rather than a replacement
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