 Multi-type Classnames
#62 posted by negke on 2012/03/17 11:40:35
Does/will TB support multiple entity types with the same classname, e.g. brush triggers along point-based ones? Not allowing this is a major inconvenience in Gtkr.
Def files: I hope the existing Quoth def (if there is one) was done by Preach. Otherwise it'll be just as incomplete as the Quoth mapping manual. The standard Quake def that comes with Radiant is missing some stuff, too.
 I Don't See Why Not
I can add support for that, yeah.
 Compile Error
#64 posted by horrorprn on 2012/03/25 06:13:31
I downloaded ttsample.map to test compile, everything completes without giving an error but when I try to run the map I get:
Removing existing BSP file '/Applications/quake/id1/maps/TTSample.bsp'
Failed to copy BSP file from '/Applications/Quake/id1/maps/TTSample.bsp' to '/Applications/quake/id1/maps/TTSample.bsp': The operation couldn�t be completed. No such file or directory
when I try loading the .bsp file directly the map is fullbright.
#65 posted by necros on 2012/03/25 06:44:22
looks like the shell script is removing the bsp file first then trying to copy?? or is it removing the old version?
fullbright map just means light.exe did not run (or no light data was saved).
 Hmm
Yeah, I see that sometimes, your Quake directory has a capital Q and sometimes it's lowercase in those error messages. Can you drop me an email with the full error messages at kristian.duske@gmail.com please?
 Necros
It's not a script, and yeah, it removes the old bsp from Quake/id1/maps first, then copies the new version.
 Aha
Did you put the .map file into your Quake/id1/maps folder and the compiled the map from there? Because then, it'll create the new bsp, remove the old one (which in this case is identical to the new one) and then, when it tries to copy the new bsp, it's gone. You should not store your .map files in Quake/id1/maps. Put them someplace else.
 Some Results
#69 posted by horrorprn on 2012/03/26 05:32:09
moved the map files into a separate folder and now I can run them from the editor. still getting fullbright maps. no errors come up in the console but all the light threads take 0.00 seconds. are there verbose modes I can set to give you a more useful error log? also would it matter that I'm running 10.6.6?
 Thanks
Can you post the complete log from the console please?
#71 posted by JneeraZ on 2012/03/26 11:02:28
You're sure the map is sealed? I know it's a sample map but maybe a vertex drifted or something.
If you noclip in the game, is all of the outside cruft gone or is it still there?
#72 posted by JneeraZ on 2012/03/26 11:03:02
Oh wait, light would still run if it was unsealed... never mind. :-/
 Test Map
Where did you download it? I'd like to get it and test it myself.
#74 posted by JneeraZ on 2012/03/26 11:38:21
 I Can Compile And Run The Map Just Fine.
Light finishes in 0 seconds for me, too, but the map is not fullbright. Which engine are you using?
#76 posted by horrorprn on 2012/03/26 12:52:12
@willem yeah, had it sitting around from when I was trying to map in os x with toetag.
@sleepwalkr
===== Running Compiler Profile Full =====
===== Launching task 'Compilers/TxQBSP TTSample.map TTSample.bsp' =====
TxQBSP 1.13 -- Modified by Bengt Jardrup
Inputfile: TTSample.map
Outputfile: TTSample.bsp
------ LoadMapFile ------
Title: "ToeTag Start"
3968 faces
672 brushes
74 entities
61 miptex
1557 texinfo
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
644 brushes read
------ CSGFaces ------
----+----+
3800 brushfaces
3994 csgfaces
3404 mergedfaces
------ SolidBSP ------
5887 split nodes
2635 solid leafs
3208 empty leafs
45 water leafs
8843 leaffaces
8192 nodefaces
------ FillOutside ------
1716 outleafs
------ MergeAll ------
2400 mergefaces
------ SolidBSP ------
----+----+
1445 split nodes
788 solid leafs
641 empty leafs
17 water leafs
3432 leaffaces
2631 nodefaces
------ Portalize ------
658 vis leafs
1899 vis portals
------ Tjunc ------
2975 world edges
9895 edge points
1858 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+
------ FinishBSPFile ------
WriteBSPFile: TTSample.bsp
986 planes 19720
3677 vertexes 44124
1588 nodes 38112
1557 texinfo 62280
===== Launching task 'Compilers/Vis -threads 4 -level 4 TTSample.bsp' =====
---- vis ----
testlevel = 4
658 portalleafs
1899 numportals
average leafs visible: 162
c_chains: 3173902
visdatasize:27876 compressed from 54614
32.0 seconds elapsed
===== Launching task 'Compilers/BJMHLight -gate 1 -threads 4 -extra4 TTSample.bsp' =====
----- Light 1.43 ---- Modified by Bengt Jardrup
----- Release 2 ---- Coloured light and LIT support by MH
Fade Gate 1 set
Extra 4x4 sampling enabled
File: TTSample.bsp
74 entities read, 43 are lights, 2807 faces, 34.3M casts
Light 0.0%, Thread 0, Elapsed 0:00
Light 0.0%, Thread 1, Elapsed 0:00
Light 0.0%, Thread 2, Elapsed 0:00
Light 0.0%, Thread 3, Elapsed 0:00
Light 100.0%, Thread 1, Elapsed 0:00
Light 100.0%, Thread 0, Elapsed 0:00
Light 100.0%, Thread 2, Elapsed 0:00
Light 100.0%, Thread 3, Elapsed 0:00
lightdatasize: 52724
 Please Send Me That Bsp
I want to verify that it is without light info. Also, which engine are you using?
kristian.duske@gmail.com
 Did You Set
#78 posted by RickyT33 on 2012/03/26 15:56:37
'Light' keys on your light ents to give them brightness? No light key, no light. 'light' '300' is a good starting point.
I'm sorry if this is a stupid question, I'm not trying to insult anyones intelligence.
 Is It The BSP2 Version Of Light?
#79 posted by RickyT33 on 2012/03/26 16:12:14
Hopefully not....
#80 posted by JneeraZ on 2012/03/26 16:45:46
Usually when it's full bright you don't have any lighting data but his light compile is reporting a size there. Weird...
 Ricky
The map should be working properly if he didn't change it (which I don't think he did). The problem must be related to his setup and TrenchBroom's inability to work correctly in that setup.
#82 posted by necros on 2012/03/26 23:47:37
is there a light key in the worldspawn?
if you had say 'light' '300' in your worldspawn, it would be a maxed out minlight which would look like fullbright.
#83 posted by horrorprn on 2012/03/27 05:07:12
using a brand new install of trenchbroom, running the map with quakespasm, and a fresh id1 folder. the .map file is unchanged from willem's .zip file. emailing sleepwalkr the .bsp I built.
thanks for helping so much. I really appreciate it.
yeah, had it sitting around from when I was trying to map in os x with toetag.
the .map file is unchanged from willem's .zip file.
Please also send me the .map file. I can confirm that your BSP is fullbright, but I don't know why.
 Hmm, When I Compile The Map, I Get Slightly Different Output
So maybe you did change the file inadvertedly.
 I Suspect In Issue In The Realm Of Duh
#86 posted by negke on 2012/03/27 23:16:52
Also Ricky, no light key does not mean no light, it means the default value of 300 is used.
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