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		 Unintentional Post Spam #20830 posted by bps on 2022/05/16 14:09:55 omg, didn't realize post stuck on last page... sorry  
		 @bps #20831 posted by RickyT33  on 2022/05/18 18:36:40Hello
  You could log an issue on Github, the Trenchbroom developer is quite resposive!  I think it could be a good idea - there was talk of a real time lighting preview in Trenchbroom - not sure what became of that idea.  Nonetheless - you can find it here:
 
 https://github.com/TrenchBroom/TrenchBroom 
		 Trenchbroom Disregarding Edits When Compiling #20832 posted by ravespin on 2022/07/21 17:41:37 Hi,
 I've been fiddling around in TrenchBroom for just over a week now, making simple box maps to test mechanics as well as starting on a proper map. I've had some previous experience with Hammer.
 In a couple of instances now, TrenchBroom saves the document (.map-file) and I can restore the file with all edits apparently up to date. However, sometimes the documents seem to get "stuck", in that when try to compile them, it seems to compile an older version of the file.
 When this happens, I have found no way to proceed with the same .map-file; I either have to revert to an older backup or start over... It has happened on very simple maps with no errors in them as well.
 Any ideas?
 
		 #20832 #20833 posted by gila  on 2022/07/21 21:35:47What are you using to compile your Quake .map? Is it Necros' Compiling GUI or are you using TrenchBroom map compiling profiles? There's also another utility for compiling maps that I've seen mentioned but don't remember the name right now, while some people even use batch files or other scripts to compile their maps.
 Either way, some screenshots of the configs might help.
 
 Also, just in case, what engine you are loading your compiled maps in?
 
		 I'm Old. #20834 posted by RickyT33  on 2022/07/22 21:49:56I always manually export my .map file into a compiler folder, often with a new name, and use CMD to run the compilers manually.  I use ericw's Quake tools.  Works well.  I also then manually copy my .bsp and .lit into the quake\id1\maps DIR and load the map manually.  Works every time.
 I guess you could try and run TB as administrator.  Maybe it's a write permissions issue. Not sure.
 
		 Adding Quake 2 Assets/ Entities To Quake 1 #20835 posted by byronpoet  on 2022/08/02 06:20:43Hi just started exploring mapping with Quake and Trenchbroom and was wondering something.
 Is it possible to bring Quake 2 entities over to Quake 1, and if so, is there a guide out there on how you could do this, or would anyone here be able to explain the process? (I'm not sure what kind of compatibility there is between the games.)
 
 Lastly, are you then able to use Trenchbroom to drop these entities into your Quake 1 map?
 
 Thanks for any advice!
 
		
		#20836 posted by Joel B  on 2022/08/02 07:14:06You'd need a QuakeC mod to implement the behaviors of the entities.
  For example this mod does Quake 2 weapons: https://www.moddb.com/mods/q2m-quake-2-weapons-for-quake  Once you have the mod, an FGD or DEF file specifically designed for that mod can be used with Trenchbroom so that the editor knows about those entities.
 
  At first glance that Q2M mod doesn't include an FGD or DEF, but it includes Python scripts that you can use to create those files? Kinda weird, maybe I'm misreading things. If you do end up wanting to map for that mod you could talk to its creator on moddb above, or in the Quaddicted forum here:
 
 https://www.quaddicted.com/forum/viewtopic.php?id=951  They're also present and active on the Quake Mapping discord server.  
		
		#20837 posted by byronpoet  on 2022/08/02 07:54:09Thank you so much for getting back to me so quickly! Damn, that is definitely a sight more complicated than I had been hoping. XD Well it's cool to see others have had similar thoughts, even if that mod is specifically weapons so far. I think I'll stick with practicing mapping for now, but keep this in mind if I decide to try and dive off the deep end there. Thanks a heap for trying to help me figure it out and explaining what would be required!  
		 Launching Issue #20838 posted by Gmaninator on 2022/08/15 06:38:18 I'm having issues loading my map up, for some reason every time it compiles and I press a key to launch it just doesn't do anything, never gives me an error or anything. I just checked my output and where my map is located and they are both correct. Here's what I'm getting every time I compile it this is what I get. 
 Copying Files...
 1 file(s) copied.
 Converting map...
 --------------QBSP--------------
 ---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
 Input file: TestMap.map
 Output file: TestMap.bsp
 
 ---- LoadMapFile ----
 *** WARNING 06: No info_player_deathmatch entities in level
 7548 faces
 1268 brushes
 537 entities
 54 unique texnames
 2026 texinfo
 
 Opened WAD: C:/QuakeDev/wads/e4m3.wad
 Processing hull 0...
 ---- Brush_LoadEntity ----
 1074 brushes
 2 detail illusionary
 878 planes
 ---- CSGFaces ----
 6398 brushfaces
 5256 csgfaces
 4081 mergedfaces
 ---- SolidBSP ----
 5741 split nodes
 2387 solid leafs
 3180 empty leafs
 157 water leafs
 0 detail leafs
 18 detail illusionary leafs
 0 detail fence leafs
 0 illusionary visblocker leafs
 11108 leaffaces
 10170 nodefaces
 ---- Portalize ----
 3355 vis leafs
 3355 vis clusters
 10010 vis portals
 ---- FillOutside ----
 *** WARNING 10: Reached occupant at (-296 -1928 -208), no filling performed.
 Leak file written to TestMap.pts
 ---- MakeFaceEdges ----
 ---- GrowRegions ----
 Processing hull 1...
 *** WARNING 10: Reached occupant at (-296 -1928 -208), no filling performed.
 Processing hull 2...
 *** WARNING 10: Reached occupant at (-488 -1928 -208), no filling performed.
 *** WARNING 16: Texture wwall1_1 not found
 *** WARNING 16: Texture rock4_1 not found
 *** WARNING 16: Texture wswamp1_4 not found
 *** WARNING 16: Texture stone1_3 not found
 *** WARNING 16: Texture rock3_8 not found
 *** WARNING 16: Texture rock3_7 not found
 *** WARNING 16: Texture light3_6 not found
 *** WARNING 16: Texture __TB_empty not found
 *** WARNING 16: Texture azfloor1_1 not found
 *** WARNING 16: Texture skip not found
 ---- WriteBSPFile ----
 Wrote TestMap.bsp
 1814 planes            36280
 13524 vertexes         162288
 6613 nodes            158712
 1508 texinfo           60320
 11591 faces            231820
 10293 clipnodes         82344
 4123 leafs            115444
 12533 marksurfaces      25066
 46199 surfedges        184796
 29039 edges            116156
 59 textures         299020
 lightdata             0
 visdata               0
 entdata           36654
 
 0.867 seconds elapsed
 Peak memory usage: 55390182 (52.8M)
 --------------VIS---------------
 ---- vis / ericw-tools v0.18.1-32-g6660c5f ----
 running with 8 threads
 testlevel = 4
 LoadBSPFile: 'TestMap.bsp'
 BSP is version 29
 LoadPortals: couldn't read TestMap.prt
 No vising performed.
 -------------LIGHT--------------
 ---- light / ericw-tools v0.18.1-32-g6660c5f ----
 Raytracing backend: Embree
 running with 8 threads
 LoadBSPFile: 'TestMap.bsp'
 BSP is version 29
 SetQdirFromPath: no "maps" in 'C:\QuakeDev\working\/TestMap.bsp'--- ConvertTextures ---
 Loaded extended texinfo flags from TestMap.texinfo
 --- LoadEntities ---
 WARNING: brush entity with mins (961.00 1153.00 -733.00) maxs (1023.00 1247.00 -729.00) (func_door) has targetname "apd2", which is not targeted by anything.
 511 entities read, 254 are lights.
 --- OptionsSummary ---
 Embree_TraceInit: Embree version: 2.15.0
 Embree_TraceInit:
 184 sky faces
 9566 solid faces
 0 filtered faces
 0 shadow-casting skip faces
 SetupLights: 254 initial lights
 SetupLights: 254 after surface lights
 SetupLights: 254 after jittering
 --- EstimateLightVisibility ---
 0....1....2....3....4....5....6....7....8....9....
 Final count: 254 lights, 0 suns in use.
 --- LightWorld ---
 --- LightThread ---
 0....1....2....3....4....5....6....7....8....9....
 Lighting Completed.
 
 lightdatasize: 214606
 0 switchable light styles (32 max)
 Writing TestMap.bsp as BSP version 29
 0.380 seconds elapsed
 
 stats:
 2.192647 lights tested, 1.355077 hits per sample point
 0.000000 surface lights tested, 0.000000 hits per sample point
 0.000000 bounce lights tested, 0.000000 hits per sample point
 0 empty lightmaps
 1 file(s) copied.
 1 file(s) copied.
 The system cannot find the file specified.
 Press any key to continue . . .
 
 
 
 
 
 Does anything stick out here that could be wrong?
 
		 Gmaninator #20839 posted by gila  on 2022/08/15 08:21:40What are you using for compiling the map? Some pics with settings would be good as well.
 According to pasted log I see .map is compiled into .bsp, but not vis'ed because it has leaks ("Reached occupant" warnings), but that's a different issue.
 
 Afterwards it has lightmap generated by light tool, then 2 files (I assume .bsp and .pts) are copied somewhere ("1 file(s) copied" message), and the last command (which I assume is to launch the engine with the map) has an error message:
 
 > The system cannot find the file specified.
 
 So looks like you need to check your paths? Specifically, for launching game/engine.
 
		 Making An Elevator With Multiple Stops In Trenchbroom #20840 posted by Rik on 2022/09/20 17:01:55 Hey everyone,
 I'm new to Trenchbroom and wanted to make a map with a central elevator that goes up to a new floor, then the player needs to find a switch to let the elevator progress to the next floor. I know you can use doors as elevators, but from what I can see, they can only move between two points. Is there any way to achieve what I want to do here? Thanks!
 
		 @Rik #20841 posted by metlslime  on 2022/09/20 17:28:41You need will need a mod for that.
 I added this feature in Rubicon 2, so it's surely also in Alkaline -- you can set a flag on a func_train to stop at each point waiting to be triggered again. It's spawnflags "1"
 
 I'm sure that AD and progs_dump and Copper also have similar features but they may be implemented differently.
 
		 #20840 #20842 posted by gila  on 2022/09/20 17:35:46In original game (ID1) you can't do multiple-floor elevators, at least the ones that are controlled with the buttons to call it up and/or down between the floors.
  I know that Mission Pack 2 (ROGUE) has such an elevator, but nobody maps for the Mission Packs. Such elevator is also implemented in "progs_dump" mod: https://www.youtube.com/watch?v=gTbkLP3B2FE 
		 @rik @gila progs_dump has the mission pack 2 style of elevators with a good sample map you can study and cut and paste from 
  AND progs_dump also has the func_train "wait for retrigger" method metlslime refers to as well
 
  You can find progs_dump 2 here  and version 3 will be coming out next week come hell or high water.
 
  No later than the 27th (if all goes as planned)
 
  You are welcome to come to the dev Discord and ask questions! https://discord.gg/bd7n4v2Xmj  One thing to note is that the trains changed between version 2 and 3 so you'll need to tweak this if you start with 2 and move to 3.  
		
		#20844 posted by Rik on 2022/09/21 09:46:29 Thanks for the recommendations everyone! I'm doing this for a school project and I'm not sure if we're allowed to use mods, so fingers crossed.  
		 Hey All! #20845 posted by WarrenM  on 2022/09/24 15:31:48Been tinkering with Quake mapping again after ... so very, very long.
 At any rate, using Arcane Dimensions and wanting to start the player with just their axe. I see the "takeweapons" key for the worldspawn but not having a lot of luck getting it to do anything. And Google hits are very thin.
 
 Any guidance I could refer to?
 
		 Gmaninator #20846 posted by JPL  on 2022/09/25 14:21:45You may also have a look at the "Holy Quake Mapping Bible" written by aguirRe:
http://bjp.fov120.com/tooltips.txt  This text file allowed me to solve 99% of the issues I face when I as mapping (one decade ago)
 
  Good read !  
		 @WarrenM #20847 posted by madfox  on 2022/09/26 15:31:24Just found the same question on discord. 
 Give the player a trigger_once hull brush.
 
 classname  trigger_once
 target     take
 
 Another trigger
 
 classname    target_items
 items        4096
 origin       . . .
 spawnflags   2
 targetname   take
 weapon       4096
 
 Player starts with only the axe.
 Thanks riktoi.
 
		 Func_train #20848 posted by RickyT33  on 2022/10/09 22:30:03With "wait" "-1" on the path_corner you want it to stop at.  Train will start again when triggered (again)  
		 Compiling Gui Not Working >:( #20849 posted by mynamedeez  on 2022/10/11 01:51:14I'm trying to compile my quake map and its not working so here's the error.
 
 
 Copying Files...
 1 file(s) copied.
 Converting map...
 --------------QBSP--------------
 ---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
 Input file: gamermap.map
 Output file: gamermap.bsp
 
 ---- LoadMapFile ----
 *** WARNING 06: No info_player_deathmatch entities in level
 4808 faces
 783 brushes
 341 entities
 36 unique texnames
 1075 texinfo
 
 Opened WAD: D:/quakedev/wads/QUAKE101.WAD
 Processing hull 0...
 ---- Brush_LoadEntity ----
 0 brushes
 0 planes
 ---- CSGFaces ----
 0 brushfaces
 0 csgfaces
 0 mergedfaces
 ---- Portalize ----
 --------------VIS---------------
 ---- vis / ericw-tools v0.18.1-32-g6660c5f ----
 running with 16 threads
 testlevel = 4
 LoadBSPFile: 'gamermap.bsp'
 ************ ERROR ************
 Error opening gamermap.bsp: No such file or directory
 -------------LIGHT--------------
 ---- light / ericw-tools v0.18.1-32-g6660c5f ----
 Raytracing backend: Embree
 running with 16 threads
 LoadBSPFile: 'gamermap.bsp'
 ************ ERROR ************
 Error opening gamermap.bsp: No such file or directory
 The system cannot find the file specified.
 The system cannot find the file specified.
 The system cannot find the file specified.
 Press any key to continue . . .
 
 
 It used to compile fine but now it doesn't. I'm new to this message board so I might not be posting in the right place. please help I wanna finish my map >:(
 
		 #20849 #20850 posted by gila  on 2022/10/11 02:35:34Something is probably wrong in your setup, like directories or perhaps the paths have spaces in them (they shouldn't). Maybe something changed?
 For some reason the QBSP log looks cut off and then immediately VIS log starts. Either way the BSP file either can't be created (maybe some user rights issue like you can't write to that folder or whatever) or is not created due to some other error.
 
		
		#20851 posted by Joel B  on 2022/10/11 16:07:29Yeah you'd probably need to show us how your compile GUI is set up, paths/arguments/whatever.  
		 Try Running The Tools Using A Command Prompt. #20852 posted by RickyT33  on 2022/10/11 20:46:54Put your tools (qbsp.exe, vis.exe and light.exe) in a directory such as c:\compile\, along with your map file.
 Then click start, type CMD, press enter.
 
 You should see a command prompt.
 
 Type cd c:\compile
 
 Then type qbsp gamermap
 
 Then, assuming it finishes, type light gamermap
 
 If that runs, type vis gamermap
 
 then you can copy your map file to quake\id1\maps or wherever your maps directory is.
 
 Then you can run Quake, press the tilde key (`), and type map gamermap.
 
 The old fashioned way.  You will probably find out what the problem is along the way.  If not, post your experience here :)
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