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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: http://www.celephais.net/board/view_thread.php?id=60097
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@hakkarin 
And use the Search feature above, func has a lot of info you can find on this stuff. A lot of these questions are answered. And I agree with Muk. Definitely open up those original Quake levels for a lot of tricks.

I am working on video tutorials for Trenchbroom geared toward beginners but they are still many weeks away. 
Thx 
Looking forward to those tutorials.

Oh, and I am super exited after discovering it's actually possible to use Trenchbroom to make unreal 4 levels with this program somebody made! 
 
HammUEr is a pretty cool tool. 
 
link for the unaware: https://nte.itch.io/hammuer 
A Question About Textures 
When loading a texture wad in trenchbroom you are asked if you want the textue path to be absolute, linked to file etc. What do those things mean? So far I am just using the absolute method but what do those things mean?

I want to make it so that even if the bsp file is played on another computer by someone else the textures (including custom textures) will show up and work properly obviously. 
 
Once the BSP is compiled, none of that matters. So as long as it's building correctly, you picked the right option. 
 
To clarify, Quake stores textures inside the BSP file so the WAD path only matters during compilation. 
Sorry To Waste Your Time Yet Again... 
But I did actually google this, but found nothing :/

For some reason textures don't appear to be aligned correctly in game even when they are in the editor. For example if I change the angle of a texture in the editor it will look correctly there, but once in the game it will still be the wrong angle. Whati is causing this?

Oh, and as a gift in return for asking all these questions, here are a few screens from the level I am working on:

https://imgur.com/a/LbuLB

https://imgur.com/a/IFIzn

https://imgur.com/a/dtRof 
@hakkiran Re:Texture Paths 
The options are related to where your texture .wad(s) are in relation to the map file. Relative to game directory or application file tells it to check within the folder of either Quake itself or Trenchbroom's install folder respectively- if you have your wads stored someplace else, these choices will often fail because it requires going up a level from the starting point and changing folders, which tends to get screwy. Relative to map file is the same thing but relative to where the .map file you're making is saved- this one fails often as well, and will obviously not work if you haven't saved your map yet (i.e. loading texture wads before starting actually mapping), because then you're telling it to figure out a directory path from the texture wad to nothing. Absolute is the full file path to the wad and is the most reliable.

No real reason to pick one over the other if multiple options work- the only place it shows up in-game is if someone uses the edict (or edicts) command, specifically for edict 0 (worldspawn) which will include a list of what .wads were used when compiling the map and their filepaths, like these examples- the first one is id's own E1M1 which uses only their own base.wad and had the file located within their editor's folder, the second one is an example of the full file path showing up if you use the 'absolute path' option. 
Hakkarin 
Check your tools and editor are up to date.

tyrutils (Tyrann's original, not my fork) required the "-oldaxis" option to be used for qbsp.

TrenchBroom hasn't had any issues like this in quite a while except for this one: https://github.com/kduske/TrenchBroom/issues/1821 which only comes up if you use the "rotation" tool, and even then only under specific conditions. 
How Do I Enable This "-oldaxis" Thingy? 
 
 
http://ericwa.github.io/ericw-tools/

Download some more recent compiling tools and you wont have to use oldaxis 
Efrags 
I'm testing a map, that starts with a warning: 765 efrags exceed standard limits of 640.
The light.log shows:736 entities read, 329 are lights. FindLights: 962 total lights.
I used a lot of lightmaps on a texture in the hope to reduce the lightcount, but it seems to go much too far. I added quiet a lot of new monsters.

While playing I can't reach the end of the map, because of an overload. It looks as if I can't make a room with more than three monsters.

Should I just start removing lights to see what happens? 
 
Ordinary lights (non-dynamic ones, and ones with no model) don't use up any resources except light.exe compile time, so removing lights probably won't help anything. Removing walltorches will help if you're going over static ent / signon buffer limits, but those would prevent the map from loading at all.

efrags are created when entities span multiple BSP leaves. e.g. the most extreme case: if you made a trigger_once that covers your entire map, and the map has 10k leafs, it would create 10k efrags.

While playing I can't reach the end of the map, because of an overload.
What is the error message and what happens (engine crashes, dropped to console, etc?) which engine? 
Well 
I placed a range of secret doors, that were all working independed. When I couldn't make them work on one side without the backside, I placed them all on one trigger_once. So that could be reason.

I can play the whole map (116 ent), untill the last stage, where an overload starts.
The reason is a Launcher_Touch that is in use with one of the baddies. If I delete the monster, another one complains again about its Laser_Touch.

Here are a screenshot and log.
overload
log 
Error 
Thanks for posting the log madfox, it turns out that the efrags message is just a warning. The real error which ends your map is "Stack overflow". The rest of the error message shows that the stack overflow is happening inside a chain of triggers.

The simplest way this can happen is that you build a really long chain of triggers which target each other (without any delay):

trigger1 ---targets---> trigger2
trigger2 ---targets---> trigger3
trigger3 ---targets---> trigger4
...

If you have 10 or more triggers connected in a row the game runs out of space on the stack, and you get a stack overflow error. Add a delay somewhere and it should be fixed

In practice most people don't have ten triggers in a row, it gets too complex to be useful. The other way that it can happen is you create a loop. If you have two triggers that target each other, they go into a loop

trigger1 ---targets---> trigger2
trigger2 ---targets---> trigger1
trigger1 ---targets---> trigger2
trigger2 ---targets---> trigger1
...

This loop never ends, so you hit the limit of 10 and the error appears. Check your triggers to see if any of them are targeting themselves, or if they are creating a loop of targets. 
Creating Quake 2 Cinematics 
Anyone have any experience with this?

I've successfully created a couple that work fine in KmQuake2 but in other engines they don't render correctly.

Any useful links, tips or suggestions would be appreciated. 
Thanks Preach! 
The map had a teleporter with a loose target.
Still I'm a bit confused, because the WARNING: couldn't nudge light in solid at seems strange as there are no lights at that point. 
Nudge Light 
If you are using light from surfaces, the light tool generates light entities just off of the surface. Could be you have a func_ with a light texture butting against a wall. 
 
It's safe to ignore that warning. Glad you got the stack overflow fixed! 
Stack Overflow... 
I recently made a map hack using a 'clock', trigger_relays targeting each other but with delay so they would give a trigger output every 2 seconds. I used this, so moving parts of my level would light correctly. 
I Didn't Have Any Errors 
 
Clarification For Brassbite 
The issue is when triggers target themselves with no delay key set. If you have a delay set them there is no risk of overflow. 
Custom Models Without AD Or Quoth 
Hi everyone!

I found out that Preach has some pretty cool map object models at his website, and I thought about using them as prefabs in my map. I've never stepped into custom model territory before, so I'm a complete newb here; please be understanding. T_T

Ericw told in his post (#18366) that you can use AD's misc_model and Quoth's mapobject_custom to add custom models to your map. But if I want to go vanilla so to speak, is my only option to overcome the model precaching dilemma by going to some QuakeC editing to add the necessary precaching lines?

(I guess it means that then it would technically no longer be considered vanilla anymore, huh?) xD 
Afraid So 
It's not possible to get the necessary models precached without a bit of QuakeC. The good news is that it's basically the perfect "my first mod" exercise.

Download the source code, and open up misc.qc. Add the following lines:

void() misc_model = //we are defining a function
{
// precache whatever model the mapper stored
// in the "model" key
precache_model(self.model);

// apply this model to ourself
setmodel(self, self.model);
}

Download fteqcc.exe and save a copy in the source code directory. Run it and it will compile the mod into a progs.dat file. Add that progs into your mod directory.

How do you use this entity? You add an entity to your map with the classname "misc_model". Notice this is the same as the name we gave our function. When the game loads a map, each time it creates an entity it looks at the classname of that entity. It then lets that entity runs the function in the QuakeC with the same name, which lets the function prepare the entity for use. 
 
fte and qss both implement misc_model engineside should the mod (like vanilla) fail to support it. 
How To Move Brushes In-game? 
I am talking about things like lowering walls to reveal traps, or lowering pilars that previously blocked the player. Do I use func_plat for this? Or something else? 
Func_door Mostly, Func_plat For Elevators 
 
#19000 
plats tend to be a special-case thing. if you want to trigger something then func_doors generally work better. set the angle to -1 or -2 to have them 'open' upwards or downwards. you can have them toggle too. 
Saving The Environment... 
Hey, trying to make some tree textures here:

So I want to make a tree texture used as a func_illusionary, just like the spider web textures from Daikatana that 'skip' over all of the texture except the web. How do I do this?

I have drawn a tree over a pinkish background and named it {tree this appears to be the same convention as these web textures. How does the compiler interpret the texture and skip the background? I must have missed something because so far the tree is drawn along with the pink wall. Any ideas here?

Thanks. 
 
The transparent parts need to use palette index 255 (bottom right of http://www.celephais.net/stuff/palette.gif
And Start The Name With { 
 
Clear Parts 
Transparent textures in sprites works the same way,
with the pink lower colour in the quake.pal.
So a small sprite for a fagot would look like this
In game it would appear like this, if the progs is changed.

A small and good viewer for editing sprites is Fimg.
I just added to quaketastic, as I couldn't find it there.

FirmG 
Got It! 
Its working now, I also forgot to enable fullbrights in TexMex and it was screwing with indexed colour. It looks ok now, as far as a tree made out of func_illusionaries looks... Hopefully this will be ready for December. 
Couldn't Exec Autoexec.cfg/ Couldn't Spawn Server Maps/test.bsp 
Hey guys i'm new to quake mapping and new to quake in general. I started mapping because i'm really sick atm having a crohn's flare up and tendinitis in my left shoulder. Now I was using this guide http://steamcommunity.com/sharedfiles/filedetails/?id=805664376
to get into mapping and downloaded trench broom/tryUtils/ne_q1spCompilingGui/quake.wad to start making levels.

well i made a level in trench broom and everytime i try to compile i get the error message "couldn't exec autoexec.cfg" then it says "couldn't spawn server maps/test.bsp" and "3 demo(s) in loop" I really want to get into mapping because i have nothing else to do really in the hospital I heard this is the place to go for help i'd really appreciate it if you guys could help me with this. 
Couldn't Exec Autoexec.cfg/ Couldn't Spawn Server Maps/test.bsp 
Hey guys i'm new to quake mapping and new to quake in general. I started mapping because i'm really sick atm having a crohn's flare up and tendinitis in my left shoulder. Now I was using this guide http://steamcommunity.com/sharedfiles/filedetails/?id=805664376
to get into mapping and downloaded trench broom/tryUtils/ne_q1spCompilingGui/quake.wad to start making levels.

well i made a level in trench broom and everytime i try to compile i get the error message "couldn't exec autoexec.cfg" then it says "couldn't spawn server maps/test.bsp" and "3 demo(s) in loop" I really want to get into mapping because i have nothing else to do really in the hospital I heard this is the place to go for help i'd really appreciate it if you guys could help me with this. 
 
Compiled maps (.bsp files) need to go in "quake\id1\maps".
That guide seems to have you place the .map file into "quake\id1\" which is werid. I would just save your .map file in "quake\id1\maps", then after compiling, you should have "mymap.bsp" in "quake\id1\maps". 
Autoexec.cfg 
Is not needed. That's only if you want to run your own console commands when the game starts (like -developer 1 if you are coding) 
Autoexec.cfg Even More Trouble 
okay so I figured out a bit more of the issue it isn't that quakespasm isn't reading my maps bsp or that the bsp is going into the wrong folder, the issue is that my map is having an issue compiling a bsp.

so I was looking at the n_q2spcompilinggui and it has an option for you to pause after compiling and i did that and noticed that it wasn't even compiling the bsp. This is the error that pops up on the command prompt.
------------qbsp-------------
C:\Program is not recognized as an internal or external command, operable program or batch file
the system cannot find the file specifified (it repeats this 3 times and then says press any key to continue)

so the issue is with the bsp tool do you guys know how to fix it? 
Autoexec.cfg Even More Trouble 
oh and right above where it says
-----------------qbsp---------------
in the command line it says
"the system cannot find the file specified
converting map..." 
Autoexec.cfg Even More Trouble 
oh and right above where it says
-----------------qbsp---------------
in the command line it says
"the system cannot find the file specified
converting map..." 
Hm 
C:\Program is not recognized as an internal or external command
indicates it is a paths-with-spaces issue.

Easiest fix might be to copy your quake install to c:\quake. 
Hm 
how do i go about copying my quake install to c:\quake? do you mean taking the file out of the steam folder and moving it to... where exactly? 
Installation Problem... 
@Winky

Because of the error you are getting when trying to run qbsp using necros' GUI I am willing to guess the following:

A) You have not installed the compiling tools on your computer. The GUI is only an interface, you still need to get qbsp, VIS and light tools from the internet.

B) You have installed the tools but did not enter the path into the GUI. Go to Settings, Folder Setup, and select the compiling tools qbsp, VIS and light from the folders they are located in on your computer.

This should solve the problem. You do not need to move Quake out of STEAM just to compile a map. If this does not fix your problem, there may be other issues going on. 
Reply Installation File 
okay so looks like i am a god damn idiot i did have the tools but forgot to specify (which i could have sworn to god i did!) but now i have a new fucking error!

the command line comes up and says

Copying files...
the system cannot find the file specified
converting map...
-------qbsp-------
-----qbsp / tryutils v0.5 ----
input file: testmap
outputfile map.bsp

---loadMapFile---
XXXXXXXXXXXX ERROR XXXXXX
failed to open test.map: no such file or directory
the system cannot find the file specified (repeats this three times)

so I got the bsp part working but now it won't load the map file but at least we got a step closer (i think) jesus man is it this hard to edit quake levels or am i just unlucky lol? 
Reply Installation File 
okay so looks like i am a god damn idiot i did have the tools but forgot to specify (which i could have sworn to god i did!) but now i have a new fucking error!

the command line comes up and says

Copying files...
the system cannot find the file specified
converting map...
-------qbsp-------
-----qbsp / tryutils v0.5 ----
input file: testmap
outputfile map.bsp

---loadMapFile---
XXXXXXXXXXXX ERROR XXXXXX
failed to open test.map: no such file or directory
the system cannot find the file specified (repeats this three times)

so I got the bsp part working but now it won't load the map file but at least we got a step closer (i think) jesus man is it this hard to edit quake levels or am i just unlucky lol? 
Reply Installation File 
okay so looks like i am a god damn idiot i did have the tools but forgot to specify (which i could have sworn to god i did!) but now i have a new fucking error!

the command line comes up and says

Copying files...
the system cannot find the file specified
converting map...
-------qbsp-------
-----qbsp / tryutils v0.5 ----
input file: testmap
outputfile map.bsp

---loadMapFile---
XXXXXXXXXXXX ERROR XXXXXX
failed to open test.map: no such file or directory
the system cannot find the file specified (repeats this three times)

so I got the bsp part working but now it won't load the map file but at least we got a step closer (i think) jesus man is it this hard to edit quake levels or am i just unlucky lol? 
@Winky 
Please only press the submit button once. It will only create spam when you do this.

I strongly advise against launching the map directly from the compiler. First you must determine where your output folder is. Again look at your compiler settings and see where the output folder is. This is where your finished .map goes to. This is NOT where your quake game folder is, and thus you cannot play this map. Now copy your finished map, and paste it into you C:/whatever/whatever/quake/iD1/maps folder. Now you can play your map. Launch quake and type map yourmapname.

This should fix it. 
File Name 
Looking again at your error it seems you have also not specified 2 things:

A) The .map cannot be found. This means you have not specified the correct working folder in the GUI where your .maps are located. Check Settings Folder Setup again to do this.

B)The .map doesn't exist. Check your spelling again, are you sure this file is even on your computer. 
Redfield 
Yeah i keep doing it on accident it's because my computer is slow and I kept accidently spam clicking the submit button sorry about that I looked all over for a delete button i didn't mean to spam up the feed.

okay i did what you said and when i try to launch from quake spasm it says "can't load test map.bsp" (my map name is test map) so i'm gonna tell you guys all the files where i have this gui pointing to.

i have source maps pointed to quake/id1/maps/test map
i have quake engine pointed to quake/quakespasm

working folder is pointed to steamapps/common/quake

output folder is poitned to quake/id1/maps

god i just wish this would fucking work 
Don't Use Spaces In The Map Name 
And dont worry, we've all been there. 
Lemme Try A Differen't Approach 
Is there a way i can just compile straight from trench broom???? 
You Can Do It This Way. 
Manual Compile:
Put qbsp.exe, light.exe, and vis.exe in a folder with your .map file.
Drag and drop .map onto qbsp.exe
Drag and drop the .bsp onto vis.exe
Drag and drop the .bsp onto light.exe
Manually cut and paste the .bsp into your ..../id1/maps or alternatively .../<mod>/maps such as AD/maps. 
No Spaces 
You cannot have spaces in a map name. You must use underscores in this case.

-First: Have you compiled the map without errors? Do you have testmap.bsp ?? You cannot play anything ending in .map Files that end in .map are not maps and cannot be played in Quake.

-You should create a separate special folder for your .map files. NOT in your id1/maps folder. This will create confusion. Only finished .bsp files go in your id1/maps folder.

-Confirm that you can compile testmap.map into -----> testmap.bsp This .bsp goes into your id1/maps. Only now can you play the map. 
I MADE THE LEVEL A .BSP FINALLY!!!!! 
OKAY! so i listened to qmaster and just manually did it and i made the level into a .bsp file now i dropped it into id1/maps now i just need to know what i type into quake spasm to launch the level? 
@no Spaces 
no that is the whole problem whenever i tried to use the stupid gui thing and press compile it wouldn't compile my level into a .bsp it kept giving me error messages what is what i've been posting but i just manually dragged the qbsp and the vis.exe and light.exe and made "lavalevel.bsp" 
 
If your map is called "testmap.bsp" you would type in the quakespasm console: "map testmap" 
IT WORKED!!! YOU GUYS ARE ALL GENIUSES!!!!!!! 
FINALLY I LOVE YOU ALL YOU ALL ARE THE BEST BOYS!!!!!!!!! THANK YOU ALL SO MUCH YESSSSSSSSSSSSSSSS!!!!! 
Anyone Here?! :) 
I am making a Hexen 2 (Hexen II (for ctrl-F)) map, and I can't for the life of my figure out the "hierarch" spawnflag.

I have a breakable_brush, and another breakable_brush next to it. In Hexen 2, sometimes by breaking a 'foundation' breakable brush, it will automatically destroy some other breakable brushes... i.e. if you have a breakable stone bird bath, with the foundation pillar and the basin being separate brushes, if you were to break the foundation pillar first, the basin should automatically break too, rather than remain floating in the air. This is what I'm trying to do.

I've made both of my brushes into breakable_brush's (separately), and switched on the HIERARCH flag. I've given them a "thingtype" field, and, as directed by the Help file, I've given them both a "frags" field, where the foundation brush has a value of 1 and the basin has a value of 2. According to the Help file, breakable brushes with the lower value will destroy any brushes that have a higher value.

I tried it, and they each can be broken separately, but breaking the foundation leaves the basin floating in mid-air.

I assumed, then, that's because I need to tell the game "these breakable brushes are of the same grouping". I noticed in the Help comment for the CHECKNAME flag, it says:

"link brushes, but also check the name you place in the netname field. Brushes must then not only touch, but also have the same netname to link"

So I enabled CHECKNAME (as well as HIERARCH), and then added a "netname" field, and gave the foundation and the basin the same netname value. ("tmp")

Still doesn't work. They just break separately, and if I break the foundation, the basin remains floating in the air.

How do I do this correctly? 
Hmm... 
Don't set .flags or it will override .frags.
I think you might need to set .cnt to 1. 
.flags? 
Hmm I'm not familiar with the dot.fieldname syntax (.flags?)

I'm using the "BSP" Editor, if that matters, but as far as I know, checking any of the flags (like HIERARCH, or ORDERED), uses/creates the field called "spawnflags" to which then it adds to that value in powers of 2 representing the different flags.

In my case, "spawnflags" field is "2" when I only tried HIERARCH by itself, and 2+8 "10" when I tried HIERARCH and CHECKNAME.

"frags" is a separate field -- If setting "spawnflags" overrides anything set in "frags", then how would one go about doing a "HIERARCH" flag breakable set? I thought the whole idea was to flag a set of rubble as HIERARCH, and then, using different values under "frags" determines which pieces break other pieces. (lower numbers destroy higher numbers?)

Anyway, I tried adding "cnt" with a value of 1 for both the foundation and the basin, but it didn't seem to have any effect. I tried that, with, and without, spawnflags existing.

For clarity, here are my properties of each breakable_brush--

Foundation brush:
cnt: 1
classname: breakable_brush
frags: 1
spawnflags: 2 (tried with, and without)

Basin brush:
cnt: 1
classname: breakable_brush
frags: 2
spawnflags: 2 (tried with, and without) 
Targetname And Killtarget 
I should note, btw, that in my actual scene, I have a grouping of 3+ brushes that can be broken, not just two. If I were to only have two brushes, I could use the: killtarget & targetname combination.

I tried that already, though, and it doesn't seem to chain together breaks. That is, if I tell piece1 to kill piece2, and I tell piece2 to kill piece3 ... Killing piece1 will only kill piece2, but leave piece3 floating there. So it doesn't seem to chain them, which is, I assume, the reason for the HIERARCH and ORDERED functions?

Any ideas? 
 
I had a quick look at the "hcode" (QuakeC), btw, link here: hexen2source-gamecode-1.5.8.tgz

Not sure if you have the full docs, here is the excerpt from breakabl.hc:

It sounds like you were using HIERARCH mode correctly; were the two breakables touching? It looks like that is required for them to be linked.

float BREAK_KILLALL = 1;
float BREAK_HIERARCH = 2;
float BREAK_NOLINK = 4;
float BREAK_CHECKNAME = 8;
float BREAK_ORDERED = 16;
float BREAK_TRANSLUCENT = 32;
float BREAK_INVINCIBLE = 64;
float BREAK_INVISIBLE = 128;

/*QUAKED breakable_brush (0 0 1) ? KILLALL HIERARCH NOLINK CHECKNAME ORDERED TRANSLUCENT INVINCIBLE INVISIBLE
Breakable window or wall

You can manually control the heirarchy of breaking by targeting all the brushes you want this brush to break.
If you target a light with this object and turn on the "breaklight" spawnflag, it will turn off that light when it's broken. The light will default to 300 if no lightvalue1 is given.

AUTOMATIC LINKING OPTIONS:
killall - when killed, the brush will kill all connected brushes
hierarch - link all brushes in a hierarchy. The hierarchy priority is set in the
frags field of each brush. Lower numbers will kill higher numbers. If
brushes share the same priority, they will die at the same time.
nolink - don't automatically link this brush with other brushes (use only manual targeting to link)
checkname - link brushes, but also check the name you place in the netname field.
Brushes must then not only touch, but also have the same netname to link
ordered - like hierarch, except that no matter which brush you kill, the brushes
will always break in a certain order. The order is set in the frags field.
The brush with a frags set to 1 will break first, brush with frags set to
2 will break second, etc.

OTHER FIELDS:
translucent - you can see through it
invincible - can't be shot and broken, but will break by linking
-------------------------FIELDS-------------------------
flag - order number
thingtype - type of chunks and sprites it will generate
0 - glass (default)
1 - grey stone
2 - wood
3 - metal
4 - flesh
5 - fire
6 - clay
7 - leaves
8 - hay
9 - brown stone
10 - cloth
11 - wood & leaf
12 - wood & metal
13 - wood stone
14 - metal stone
15 - metal cloth
16 - spider web
19 - clear glass
20 - red glass

health - amount of damage item can take. Default is based on thingtype
glass - 25
grey stone - 75
wood - 50
metal - 100
flesh - 30
fire - 999
clay - 25
leaves - 35
hay - 35
brown stone - 75
cloth - 35
wood&leaf - 35
wood&metal - 75
wood&stone - 65
metal&stone - 90
metal&cloth - 60
others - 25

abslight - to set the absolute light level

--------------------------------------------------------

*/
 
 
First, thank you guys for trying to help, and I'm happy I found this board and happy that people still mod for these games.

I'm still having trouble with this HIERARCH flag though, and I've taken some screenshots to show exactly what I have. I made a new couple of test brushes to test this with as little unknown factors as possible. The brushes are indeed touching, but I can't help but thinking I need to "group" them somehow with a field, no? How can it know that the foundation must break THAT block on top of it, or, does it iterate through every single breakable_brush in the level, and automatically make the connections in code after determining which ones are adjacent? That seems unlikely to me, but definitely not impossible.

Here's what I have:

https://i.imgur.com/DVb9QwB.png 
Decompiler 
So... I figured I could look up one of those BSP decompilers, decompile a Hexen2 bsp back into a map, and just see how they did it (with the bookshelves, etc)

I tried "debsp.exe" (Has the Return to Castle Wolfenstein logo). That one says you need BSPC.exe in the same folder, so I found that, first. That one reports that it "Is not a valid RTCW map, but it decompiled the BSP into a MAP nonetheless." Except; no it didn't, there is no new map file there.

I tried "BSP2MAP.exe". That one takes a long time to run, and displays promising vertex information scrolling at lightspeed in the CMD window when I try to decompile a BSP map. But then it just gets to the end, tells me how many seconds had elapsed, and there is no map file there. I feel like it's quitting prematurely, or else I would imagine it would report in the CMD log that it had successfully exported a new file.

I then realized you can run BSPC.exe by itself (without debsp.exe), so I tried that. That one reports it attempted, by first allocating some memory, and then reports "ERROR: Odd lump size". No new map file.

Btw, I tried all these on:
-demo1.bsp
-village1.bsp
-village2.bsp
-village3.bsp
-village4.bsp
-village5.bsp

I just want to see how their ents are set up. :(

I'm a little confused why these decompilers all failed to create a map file? 
 
So building a map, its a castle there is so many different paths you could take, iam trying to make the level more of an open sandbox that gradually opens up rather than a linear design.

maybe thiniking hiding 3 orbs you need to destroy to bring down a forcefield on the final area.

would it be so bad if entire side areas were just devoted to getting better weapons?

Maybe hide keys in the map just so you can access the vault or armory for the best secrets.

kinda dont really care about rocket jumps either, if you want to speed run it by all means go for it.

What would you do gameplay wise with a very open ended map? 
 
The hexen 2 .bsp format is slightly different than quake, I'm guessing that none of the Quake BSP decompilers will work on it. (RTCW is Quake 3 engine which is also different).

What should work is if you grab my Q1/H2 compile tools from <a href="https://ericwa.github.io/ericw-tools/>here</a>. Extract them copy the bsp's to the same directory, and open a command prompt in the same directory, and run:
"bsputil --extract-entities demo1.bsp"

This should generate a demo1.ent file that you can open in a text editor to check out the entities. 
SgtStabs 
also thinking of coding variables, i had this really cool way of chaining scripted variable outcome events in duke3d via a shooter and breakables that activate when broken.

so you set up a nail shooter, far away of the map, and put breakable brushes in the shooters path, as the shooter activates it will take out brushes in the chain, some are just duds to delay activations, then you add in 2 doors that close / open based on your postion in the level, which will give the variable outcome when one door closes blocking a chain and opens another door with a different script chain with the variable outcome. 
Target And Targetname 
I feel very stupid.

Thank you for that tool - (I actually already had it downloaded today, but was unaware of the extract entities command)

After finding the shelf entities and looking at how they were set up I made the realization:

Previously, since I knew - for sure - that breaking certain brushes in Hexen 2 could, in turn, potentially break MULTIPLE brushes, I automatically assumed that they used the HIERARCH flag. Because there are more than just two ents involved, I assumed the target/targetname combo was inadequate.

I was wrong - Breaking a shelf (i.e. "shelf1"), just targets multiple ents, all with the same targetname ("shelf1").

Oh boy...

So they never used HIERARCH, at least, not in demo1.bsp

I will assume, for now, that the HIERARCH code doesn't actually work, but, if I come across a spot where it is indeed used in-game (which I could now verify with your ent export), then I'll post back here. (Note: ORDERED *does* work, and is used. It can be seen on the bridge in demo1.bsp)

Thank you!

On another note, would that mean I am out of luck on the bsp-to-map decompilers? Even if not to examine ents, I might need to look at how something else was done later on. (I know this can be an iffy subject, but the goal here is only learning, rather than stealing or modifying Raven's work) 
Sgtstabs 
here is example of variable outcomes

if you walk over the yellow qsymbol before the red quake symbol, you will change the outcome, if you walk over the red tile first you will get a different outcome
no external coding, just chain reactions made from stock map tools.

http://www.quaketastic.com/files/variablestest.map 
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