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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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I never needed to mess with the mipmaps
I probably wouldn't need to with regular, colored textures (or even greyscaled like map jam 8), but I'm doing something really special with only pure black and pure white. Greys would mess that up. I'll look into MipDip, thanks. 
 
I have Wally but haven't used it for many years. I have no idea why. It looks like it can do some useful things that my ancient copy of PSP 4 can't. I don't see any way to directly edit the sub mips though. 
 
hi i want to know how to make maps with trenchbroom there is no tutorial on how to compile maps. how do i compile maps? 
 
https://www.youtube.com/watch?v=aZ5NUiYtvC8

i watched this video but there are no tutorials how to actually compile maps 
 
my map compiler says this:
${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map


output says this:
#### Exporting map file '/Users/Leo/Desktop/unnamed-compile.map'

and then i get a .map file on my deskotop
but i need it to be .bsp to be able to play it. 
 
what now? 
 
ive downloeaded 4 different mapeditors for quake and non of them are very user friendly and the resources on the interent are limited on this subject. 
 
 
Trenchbroom comes with documentation on how to compile. 
 
http://www.celephais.net/board/view_thread.php?id=61211&start=574

View this thread for the most recent compiling tools.

These are the files youll need to add to the compile screen on Trenchbroom, below:

http://imgur.com/a/xI7zu

Above is the same screen used in the Help section thats included with Trenchbroom.

Please, read all the included documentation with these files and Trenchbroom. 
 
If you have any understanding of folders, files, file extensions, and how to use Windows Explorer, then just use a batch file. Way easier in my opinion than all that gobbledygook in the wiki. 
 
im a mac user and i use trenchbroom 
 
I'm sure there's Mac equivalents. It's basic computer stuff. The compiler programs are all command line types. You just type in the instruction and hit enter.

A batch file is just plain text, a kind of script, that runs the commands in sequence automatically. On Windows, it's easier if the map file and all the compiler programs are in the same folder. Also, the full path to the texture wad needs to be in the map file so bsp.exe can include the textures in the final .bsp file.

Sorry I don't know enough about Macs to help more. Maybe on a Mac it's easier to just get the editor to do everything. 
 
I'm sure there's Mac equivalents.

Muahahahaha.

No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application and what you can do in no ways is a Windows equivalent.

On a tech site, some nerdy guy with Cheetos fingers would say "bash script" is like "batch files" ... except yeah, for a casual user those are nothing alike.

(Average Joe can make/edit/run a batch file because it was designed for the average guy to be able to do it. Average Joe needs 1 yr of education to make "bash script" because he is not intended knowledge-level a bash script has in mind.) 
 
Really? I had no idea. The only time I ever used an Apple was in my college computer lab back in the 80s 
80s Apples Were Awesome! 
Beagle Bros 4 Ever!!! 
 
No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application
Yet another slew of good reasons not to use Macs...

So, I've searched Quaddicted, Quaketastic and Google for MipDip, but no luck so far. Does anyone have a copy of it by any chance? 
Terminus 
But did you try Quake Terminus? :O

http://www.quaketerminus.com/tools.shtml 
Awesome! 
Thanks, Bloughsburgh. As a matter of fact, no, I didn't. I remember visiting this site once for other purposes but it didn't occur to me this time. Bookmarked. 
 
While I'd normally ignore a comment as derisive as yours (there is no need to bring down Frito-Lay's fine products), I am concerned about the misinformation you are spreading.

First of all, you claim there is "No ability to do command line parameters," yet in the same post you mention bash scripts. Bash is an interactive shell, it's how users interact with software, and it certainly provides users the means of supplying arguments. Now, where Mac falls on its face is with "apps" that require a special command in order to provide arguments to the program, but that's not an issue with compile tools because they're command-line utilities.

Second, writing shell scripts is no more difficult than writing batch files. Granted, the bourne shell and the bourne-again shell after it contain a dizzying number of features, but some things are actually easier to do in sh/bash than in a batch file. For example, "for loops" in cmd.exe are fairly useless if delayed variable expansion is not enabled, and it's not enabled by default; that has to be set before-hand as an extra step. But I'm getting ahead of myself; in its simplest form a shell script executes commands in sequence, just like a batch file. Both provide more features than just that, but their presence does not make writing scripts in either more difficult. The point is, you don't need to know all of bash's features just to write a script. The only way a shell script is more difficult is that its necessary to change permissions on the file to be marked as executable (chmod +x <script>).

Third, your description of "Average Joe" is oddly specific. "Average Joe" can use the command line, and "Average Joe" can write batch files, but when we start talking about bash scripts, now we're reaching outside Joe's capabilities. I'm pretty sure if Joe can do something with batch files, Joe knows what he needs to search for on google to find out how to do it in a bash script. It certainly won't take a year for Joe to do what he wants to do, and this is basically how I learned to do shell scripting. If I needed to know how to do something, I looked it up, and if I used any particular feature frequently enough it became stuck in my head.

Now, if you can provide me a batch file, I can try and show you a shell script that does the same thing (granted a difference in directory structure) that is no more difficult to write or understand. If I can't, I'll admit I'm wrong.

Gee, I really spent too much time on this post, I think I've gone full-Cheeto. 
Whoops 
Forgot to add @baker in the title of my last post. Also, I'm really sorry I strayed so far off-topic on this. I hope I didn't start a flame war in an on-topic board. 
 
I made a knave brick breakable and got it running in my map.

Only issue is lighting.

http://imgur.com/1ENPUiW

the AD readme say: "It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150 %1) The light
value (150) should be changed to suit the location of the breakable."

I used a value of 100 instead of 100...is the "%1" a typo? 
Nvm 
solved my own issue.

I had made two breakables and before reading the readme...i didnt use lighting.

after the readme, i only added lighting to one of them.

whoopsie.

also, forgot i set the breakables up to use both, thought they were to only use the one i had set up lighting for.

but, hooray. stoked for "custom" breakables! 
Mukor 
What engine is that? 
Qmaster 
Quakespasm 
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