News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Kamikaze 
Odd.

Absolutely nothing shows up in Radiant when I open your map. I opened it in Q3 mode too, just in case you were editing it in q3 .map format. Still nothing there.

Then I tried compiling it. Compiled fine, apart from the missing texture wads on my machine ( so I modified the worldspawn info so some of the textures would show up ).

There was no leak.

It's such a small and orthogonally constructed volume that I can't see why there'd be a leak or similar error. At least, not one that you'd have any trouble finding.

I suspect something else may be causing problems. But the only thing I can see that looks at all odd is that you specify the wads to be .hlwad format. Is this a worldcraft thing? Are you using half-life compilers or what?

Looks nice btw. 
Yes 
It's related to the compiler tools. Use aguirRe's instead. 
Kamikeze 
Good map, no leak.

Aguire
Txbsp1.2
Vis2.30
Light1.41 
 
The best I could find via google was this page:

http://user.tninet.se/~xir870k/

..And I unzipped some of the files there and overwritten anything that was in the 'quaketools' folder and changed to the just downloaded build tools, but the same thing happens. No vising performed.

I'm using Worldcraft 3.3 with the Quake Adaptor thing. After build, I run the map through WinQuake. 
Yes, That's The Right One 
Are you using a batch file to compile the map? If so, make sure it links to the right Qbsp - or rename txqbsp.exe to qbsp.exe. Check the compile window or log file for information on which one was used. 
 
I am confused beyond words.

When I compile using BspInfo 1.27, I get nothing about leaks, except I get the following error under vis:

"File: c:\games\quake\id1\maps\map1.bsp
LoadPortals: couldn't read c:\games\quake\id1\maps\map1.prt
No vising performed."

There is a map1.pts in that folder, but no .prt file.

Also, with this BSP a lot of the edges of brushes are out of whack.

When I use TreeQBSP v2.05, I get a whole lot of errors:

*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-248 576 160)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-132 584 -32)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-240 538 -32)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-132 584 -192)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-224 560 -320)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-224 560 -448)
---- FillOutside ----
*** WARNING 10: Reached occupant at (-192 640 -128), light
Simplifying ... Leak file written to c:\games\quake\id1\maps\map1.pts
*** WARNING 10: Reached occupant at (-704 960 256), light
Processing hull 2...
----+----+
----+----+
*** WARNING 10: Reached occupant at (-704 960 256), light

Tools used were:

TreeQBSP v2.05---- Modified by Bengt Jardrup
Vis 2.31 ---- Modified by Bengt Jardrup
Light 1.43 ---- Modified by Bengt Jardrup
and
BspInfo 1.27 ---- Modified by Bengt Jardrup
Vis 2.31 ---- Modified by Bengt Jardrup
Light 1.43 ---- Modified by Bengt Jardrup

P.S. It does not help my complete confusion that c:\program files is really restricted in Vista. Quake Adapter insists that worldcraft be in that folder whereas I would have normally put it in the c:\program files (x86) where all non-microsoft software goes. It makes me wonder if the tools aren't going correctly because of some Vista restriction coming as a result of the program files folder. 
Kamikazee 
Bspinfo is NOT A COMPILING TOOL.

(It just tells you the "stats" about a .bsp file)

Use "TXQbsp".

THATS "tee-ex-cue-bee-ess-pee"!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Its the best one!!! It's on the site you linked to before.

(groan)

Just make a folder on your c: called "quaketools". Put your tools DIRECTLY IN THAT FOLDER. Put your .map file (not your rmf file)(make sure it's the correct map file)(open your rmf file, and click on file-"export to map", and save it in "c:\quaketools")

Then click start-programs-accessories-"command prompt"

Then type "cd c:\quaketools" [enter]

Then type "txqbsp mapname"

Work?!!??! 
OK - Let Me Just Re-itterate Some Points That Func_msgboard Has 
missed off because of the long text string thing

"start-programs-accessories- command prompt" 
 
>*** WARNING 10: Reached occupant at (-192 640 -128), light
Simplifying ... Leak file written to c:\games\quake\id1\maps\map1.pts

you got the leak

find and fix it (seal it) 
The Map Does Not Leak 
And TreeQBSP 2.05 bjp compiles it fine for me without any portal warnings. Are you sure you're trying to compile the same map (version) that you uploaded? 
Sigh 
You are all going to find this very funny. But right now I'm about to kill something.

The reason none of you found any leaks or errors in the map you downloaded is because there are none. Somehow I managed to upload one of the earlier versions of the map where it has only one room.

If I had uploaded the correct map file, you would have seen the start room with two large lava rooms outside that room. I really spent several hours of work on it not to mention the several hours of head scratching trying to find leaks and messing with the build tools.

It doesn't end there. When I tried out RickyT23's suggestion, I found that it didn't work with the map file I had on the hard drive. But I came up with the idea of deleting all traces of the map on my hard drive (no big deal because not much more work was done on it compared to the one I uploaded online.. or at least that was what I thought), and so then I downloaded the .map online and opened in Worldcraft, to my horror it was just the start room.

It doesn't end there either, because I know some of you reading this right now will be about to reply saying 'just restore the deleted files from the recycle bin'... Well to be doubly sure that there were no traces of the map on my hard drive, I emptied the recycle bin.

I really don't know how I managed to upload an earlier .map file rather than a current one. Perhaps because worldcraft seems to want to place the .map file in at least two different directories? Or perhaps because when you click save, it saves to the RMF only?

Oh well, back to square one I guess. 
 
http://user.tninet.se/~xir870k/tooltips.txt has a long and detailed writing how to find and try to eliminate leaks. 
 
"If the line stays completely
outside the map, there is probably an entity left on the outside, typically a light."

That's was it then. 
Thats Crap :( 
But usually when shit like this happens, and you go back and rebuild it for the 2nd time it always turns out better :) 
A Habit I Picked Up... 
start using svn. :P

tortoise svn is a really easy one to use, if you have the extra disk space to spare. 
I Use 
it at work, and its great. Kind of miss it when I'm at home working on Quake. 
Ow, That Sucks 
Maybe some unerase tool for Vista can restore it. 
There Is A Very Good Chance 
you might be able to restore it with this nice freeware tool
http://www.pcinspector.de/Sites/file_recovery/info.htm?language=1 
Spirit 
Couldn't undelete it.

There was an RMF file that wouldn't open in worldcraft but no .map files even though I deleted about 5 of them yesterday. 
Downloads 
Hi i kinda want to try my hand at mapping. a friend of mine was telling me about a lighting program called q1rad but I cant seem to find a download link for it. Does anyone know where i can find it??

Thx. 
Q1rad 
q1rad is way too complicated for a starter. Use the tools from http://user.tninet.se/~xir870k/ instead:
http://user.tninet.se/~xir870k/visbjp.zip 
Thanks 
I'll try those. still ive seen q1rad in action and it looks real nice. I would sure like to try it.

I have another question: where can I find out how to go about setting up GTKRadient for use with quake? Or should i just try a different editor? I understand you need to adjust some settings. also the .map file needs to be altered before compiling it. true? how?

Also is there a good texture resource on the net? where?

sorry for the newbie questions. I have a friend who was into mapping awhile back, however he is a bit vague on the details... and google seems to be failing me. 
What Is I About Q1Rad Which You Liked So Much? 
I personally thing that there are two light tools which are any good. The best is AguirRe's "light.exe" - a heavily modified/improved version of IdSoftware's light tool for the original Quake, which gives a wonderfull finish, and there's no real beating it.
The other is Tyrlite. Which doesn't give as good of a finish IMHO, but supports coloured lighting. Both light tools support spotlighting and sky lighting, as well as min(imum)light, and the ability to use the "wait" key to control falloff.
I recal finding Q1Rad at one point and being frustrated with it. 
 
http://icculus.org/~riot/q1rad.zip

You can find textures here, you'll need to guess the contents and looks though:
http://www.quaddicted.com/wads/ 
Q1rad 
is actually quite easy to use as long as you setup the texture lights file correctly.

you create a <texturewadname>.rad file in the same location as q1rad.exe and you can add light and colour values to textures, so you dont actually need to place any light entities in the map at all.

If you are interested in the effect this can give, I used q1rad on my map "crdm2 - mechanical tears" http://daz.quaddicted.com/maps.html

You need to be a bit careful with light placements though or the final effect can be quite flat and dull as the lights bounce off surfaces. Tbh I feel that tyrlite.exe or Arguires improved light.exe are superior in quality as you get more contrast between light and dark, but it takes a more experienced hand to get better effects. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.