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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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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! :-) 
Q3Radiant 
Has good quake support. You may or may not prefer it.

P.S. Use 1.4, 1.5 bites. 
 
"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 
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. 
 
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. 
 
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 
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? 
That looks like you have a leaked map. 
 
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 
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 
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! 
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 ;) 
 
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 
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 
Rj 
It is however possible to have complete dark areas, even with some minimum light value set in the worldspawn.. Just use antilights, and compile with -nominlimit during lightning processing, in huge map it is necessary ;) 
There Are Over 1000 Lights In My Current Project 
and only 95 monsters.... 
RickyT23 
you should do the opposite: 1000 monsters and 95 lights :P 
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