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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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Most likely a null texture on some side/back face or rogue brush. Open the map in a text editor and search/replace all instances of __TB_empty with some texture name from the wad. 
 
What's the deal with worldcraft refusing to select certain brushes in the 3d view? Or textures for that matter? I don't ever remember it doing that. 
Nah 
Mine doesn't do that. If there are two brushes in the same place (or with a face in the same place) then you get z-fighting and it is hit-and-miss to select the one you want. That is the only thing I can think of.

Unless you have the dreaded 'hand-symbol cursor over the 3D viewport' bug, in which case you can try and upgrade your graphics driver. That was a problem on some NVidia rigs IIRC. Sometimes just re-starting Worldcraft can fix that one though, or re-booting the computer. 
 
It's neither of those. I was quite literally trying to click a single non-overlapped ceiling brush and instead its selecting some trim brush below and off to the side of it. Turning off hardware acceleration seems to have fixed it. 
Trenchbroom/Toetag Doesn't Build .BSP 
I'm not sure what I'm doing wrong. I haven't figured out how to even begin to comply a map in Trenchbroom yet (I've been testing both editors) and when I try to build one in Toetag it throws up the following error.

Compiling: Full Rebuild

==========================================
QBSP
==========================================

qdir: /Applications/Quake/
gamedir: /Applications/Quake/id1/
outputfile: /Applications/Quake/id1/maps/dquake.bsp
--- LoadMapFile ---
/Applications/Quake/id1/maps/dquake.MAP
6 brushes
3 entities
1 miptex
3 texinfo
forking hull processes...
--- Brush_LoadEntity ---
6 brushes read
111044 meshes read
---- CSGFaces ----
36 brushfaces
24 csgfaces
12 mergedfaces
----- SolidBSP -----
24 split nodes
6 solid leafs
19 empty leafs
0 water leafs
33 leaffaces
33 nodefaces
----- portalize ----
----- FillOutside ----
36 outleafs
---- MergeAll ----
6 mergefaces
----- SolidBSP -----
6 split nodes
6 solid leafs
1 empty leafs
0 water leafs
6 leaffaces
6 nodefaces
----- portalize ----
writing /Applications/Quake/id1/maps/dquake.prt
---- tjunc ----
12 world edges 24 edge points
0 edges added by tjunctions
0 faces added by tjunctions
----- MakeFaceEdges -----
---- GrowRegions ----
6 regions
24 real marksurfaces
12 real edges
--- FinishBSPFile ---
WriteBSPFile: /Applications/Quake/id1/maps/dquake.bsp
************ ERROR ************
Error opening /Applications/Quake/id1/<TApplicationDelegate: 0x10337d0>: No such file or directory

==========================================
LIGHT
==========================================

----- LightFaces ----
extra sampling enabled
************ ERROR ************
Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory

==========================================
VIS
==========================================

---- vis ----
testlevel = 4
************ ERROR ************
Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory

==========================================
Finished
==========================================


It's quite frustrating and it's been years since I made maps for Quake (or tried to, anyway)

I messed with World Craft over at a friends house probably five years ago. It's amazing that Quake has two level editors for OS X yet DOOM has none. So I jumped on it.

Any help would be greatly appreciated! 
Paste That To Pastebin 
Then post the link here. The board software is truncation long lines. 
Main Error 
Error opening /Applications/Quake/id1/<TAppli... 0x10337d0>: No such file or directory

This shows up on both qbsp, vis, and light builds.

The other junk I posted isn't really needed I don't think. Sorry about that! 
It's Still Truncated 
Paste it to pastebin please. 
In Case You Don't Know It 
EvilBunny 
I think that the compiler UI/program is having problems writing to the path, maybe, but you can try these simple steps:

1 - get the tools into a folder on your c:, like 'C:\quaketools\' or something.

2 - Copy your tool's executables to that directory (TxQBSP.exe, Light.exe and WVis.exe preferably).

3 - Launch a command prompt (Start-> Run (or search)-> type 'CMD', press enter, Or Start->All Programs->Accessories->Command Prompt.

4 - Navigate to the new 'quaketools' directory by typing (without quotes) 'cd c:\quaketools'

5 - Save your .map file (from your editor) into this new directory.

6 - From the command prompt you can now run your tools 1-at-a-time. Type 'txqbsp nameofyourmap', then after that you can run vis and light in the same way.

This is the way the tools are supposed to be used, using your editors UI for the tools can be problematic for a number of reasons (Windows UAC for example). 
Error Pasted 
http://pastebin.com/0K5Xj3DE

I hope I did that right. I had no idea you were talking about a website. Sorry again! :X 
For RickyT23 
Thanks for the suggestion. However, most of those instructions are rather foreign to OS X. I could look into it further, though. 
 
ToeTag has some weird requirements ... I THINK you have to work in the id1/maps folder or the compiler won't work. Something like that. 
Willem 
/Applications/Quake/id1/<TAppli... 0x10337d0>

This looks like it's trying to interpret an object as an NSString that really isn't one. Maybe that's the root of the problems? 
Thanks! 
Wonder of all wonders... it was so simple and I didn't think of it..

Putting toetag in quake/id1/maps actually makes it work..

Ha. thanks again everyone :D 
Ah - Sorry - I Assumed You Were Using Windows 
 
Help, I Need Somebody; Help, Not Just Anybody... 
When I was youger so much younger than today, I never needed anybody's help in anyway. But now those days are gone, I'm not so self assured so I need someone to look over my map and play test it for me.

But there's a bit of a barrier: I will not change anything - not game-play, textures, lighting, music; not nuffink nohow. I just want to know if it works, can be played, and doesn't get broken during play.

I really just want confirmation that it is good enough to release to the ever eager public (all 29 of you), or not as the case may be. A kind of second opinion because it most definitely is not as I originally intended.

Anyone up for that? Just one? It's a big file... 
Me 
 
Post Screenshots 
and upload the file somewhere, you will usually receive critique in no time... 
He Knows 
This is for a pre-release final bug check thrash of the map, so he doesn't want it to be public. 
 
SleepwalkR

Oh I'm sure it's something like that. It's a bug I actually fixed in what was going to be the next version of ToeTag before my Mac died and I haven't gotten back to it ... maybe one day. :P 
Yeah 
Competition is good for business ;-) 
Onetruepurple 
Thanks for offering; send me your contact details: boss 'at' mikewoodham 'dot' com

I will be airborne for some time so I will not reply immediately. 
Mike 
I think there's like 31 people who play now, thanks to TrenchBroom. 
Ijed 
Yeah, it looks good - if I was still mapping I might have given it a try, although I have absolutely no issues with BspEditor.

I wonder how many people really do still play Quake SP maps? 
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