 Compiling Gui Not Working >:(   
		#20849 posted by  mynamedeez on 2022/10/11 01:51:14  
		I'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 02:35:34  
		Something 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 16:07:29  
		Yeah 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 20:46:54  
		Put 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 :)  
	 
		
		 Quake Rerelease Crashes   
		#20853 posted by  ravenhood on 2022/10/25 16:42:43  
		My map crashes the Quake Rerelease with this weird error:
  
  kexTaggedMemory::Malloc: failed on allocation of 18446744073709453648 bytes (c:\jenkins-agen\workspace\_ii_silver_athena_quake_i_master\kex3_bastet\source\renderer\r_model.cpp:1145)
  
  It's vis'd properly with no warnings or errors and works in quakespasm and qss.  
	 
		
		 Solved It..   
		#20854 posted by  ravenhood on 2022/10/25 23:44:07  
		Selected everything and moved the map so it's at the center of the grid and now it runs fine.  
	 
		
		 Cant Select Touching   
		
		whenever i use Ctrl-T or click "select touching" in the menu, instead of selecting touching, it deletes the object i originally pressed. What am i doing wrong?  
	 
		
		 Lingua_Ignota   
		#20857 posted by  metlslime on 2022/11/18 23:18:43  
		Are you using Radiant?  If so, that is expected behavior.  The four options -- "select partial tall," "select complete tall," "select touching," and "select inside" -- all assume that you will first draw out a temporary brush that you intend to use only to select "real" brushes. The temp brush then gets deleted as part of the operation.  
	 
		
		 ^ Yes.   
		#20858 posted by  RickyT33 on 2022/11/19 11:06:36  
		In Worldcraft and other editors, you can drag a selection box to select brushes and entities.  But in Trenchbroom there is no selection tool.  So you make a temporary brush then Ctrl+T.  
	 
		
		 Button Works Off Proximity?   
		#20859 posted by vodsel on 2022/12/07 16:05:06 
		i've been trying to design some elevator shennanigans and the last blocker i am experiencing is a button i have that triggers several targets sharing the same name is also triggering an func_door that itself has no targetname. I don't understand how this button is doing is causing the func_door elevator to move once pressed despite seeming have no direct connection to the elevator. I think I've even recreated the brush at this point, deleted and drawn a new one, and structuralized the old one... it seems like it's a proximity thing, like the button is triggering it just by proximity!??  
	 
		
		 Door Linking Could Be The Issue   
		#20860 posted by  metlslime on 2022/12/07 18:45:21  
		If doors touch, quake will automatically link them to animate together (so that a two-part door will animate in sync.)  Could that be your issue? If so, there is a spawnflag on doors for "don't link", see if that helps.  
	 
		
		 Doors Aren't Linked, And Yet...   
		#20861 posted by anonymous user on 2022/12/08 04:28:05 
		Thanks for the suggestion, testing this out inevitably lead me to fixing the problem which I think had more to do with some nearby doors. I don't know what about them was the problem exactly... but I had three brushes rising up out of the ground to form a wall, and two of those brushes were grouped as one func_door with the other working as a func_door on its own. Ungrouping these and turning them into one func_door seemed to fix it. Why I had it any other way in the first place I cannot say. But that's another blocker overcome, wooh!  
	 
		
		 Falling Through Floor Brush All The Sudden   
		#20862 posted by vodsel on 2022/12/11 23:51:07 
		after compiling my map properly (using ericw's tools, i've been doing the fast mode for a bit), a brush that is part of the walkable section of a floating platform bridge I have built it suddenly not solid, causing the player to fall through it. i've tried switching the brush to an entity and back to structural, replacing it with a duplicate, adjusting the geometry. the only thing that makes it solid seems to be placing a duplicate of it directly underneath it - and it does work, the player does not stand on the duplicate's geometry, it's like the brush's geometry is suddenly solid again. 
  
  i don't know what's up with this!  
	 
		
		 Is The Brush On-grid?   
		#20863 posted by  RickyT33 on 2022/12/14 19:15:02  
		Ctrl+Alt+Shift+V in Trenchbroom snaps all the vertexes to grid AFAIK.
  
  Sounds weird, I've had weird bugs in the geometry before.  If you download the Worldcraft Quakeadapter, you can load your mapfile, then click Map-> Check for problems.  It has nice mapfile error reporting. (Well it's better than nothing I guess).  But I don't think the auto-fix tool will do you much good.  Might yield some info though.  Trenchbroom has a console too, if you click Ctrl+4, that might show something up.  
	 
		
		 You Can Also Check Any Brushes That The Brush Intersects   
		#20864 posted by  RickyT33 on 2022/12/14 19:15:47  
		for errors too.  
	 
		
		 And Check The Texture Scalings On The Brush.   
		#20865 posted by  RickyT33 on 2022/12/14 19:17:30  
		  
	 
		
		 Func_button Linked To A Func_plat Or Func_door Or Func_train   
		#20866 posted by  RaverX on 2023/01/03 01:30:23  
		Hi all.
  I'm trying to make a simple elevator,  imagine it's a small cabin. I want it to be triggered by a button. So far it's simple, the problem is that I want that button to be a part of the elevator (cabin), so it moves when the elevator moves.
  
  I tried with func_plat, func_door and func_train, without success, the button will not move.
  
  Any idea?
  
  Thanks.  
	 
		
		 Raverx   
		#20867 posted by  metlslime on 2023/01/03 04:05:52  
		I don’t think you can do that with vanilla progs. But with most of the big mega mods like AD, alkaline, copper, and progs_dump, I think you can.  
	 
		
		 RaverX   
		
		progs_dump has a great elevator system that was taken from one of the mission packs and then enhanced but sadly I don't think you can use the button as you describe. The button needs to be a static entity - so ours live at each stop the elevator can make.
  
 Our system is nice because you can call an elevator back if it's on the wrong floor for any reason. We have a good sample map in the release that shows how it all works.
 
  progs_dump info, links and videos can be found here:  https://www.celephais.net/board/view_thread.php?id=62207 
 
 I am only aware of one other mod that  might have this functionality but I am not 100% sure on that. It's called extras_r4. There's an updated version called extras_r5 too that added some new stuff.
 
  r4 is here:  http://quake.chaoticbox.com/downloads/extras_r4.zip from  http://quake.chaoticbox.com/
 
 In mid 2002 nostalgia and boredom drove me to write some interesting QuakeC hacks. The result is this "Extras" mod, which aims to provide extra stuff for Quake mappers. It features honest to goodness func_water, and func_ladder entities, as well as an insanely customizable emitter/effector based particle system, and advanced trains and switches. So if you ever wanted to dynamically flood a level, or attach water volumes and/or switches to trains, this is the mod for you! Example maps and some snazzy new animated sprites and sound effects are also included.
 
 r5 is here but not a lot of documentation:  https://github.com/khreathor/extras_r5  
	 
		
		 Ok...   
		#20869 posted by  RaverX on 2023/01/03 23:59:52  
		Thanks both of you for the reply. Right now I want to finish a map that I've started in 2000 (long story). And I want to be as close as vanilla Quake as possible, so I'm using only standard Quake textures, monsters, etc.  
	 
		
		 Map Loading Forever   
		#20870 posted by  XxXenoZzZ on 2023/01/10 22:36:22  
		This is my first 3D map I am ever making so getting errors isnt surprising at all. Before when map had less objects I could load it but now it gets to number 9 and then nothing happens... I really cant believe that a map with few floating islands, rocks and some other objects is too big.
  Heres cmd:
  Copying Files...
          1 file(s) copied.
  Converting map...
  --------------QBSP--------------
  ---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
  Input file: infernalislands.map
  Output file: infernalislands.bsp
  
  ---- LoadMapFile ----
  *** WARNING 06: No info_player_deathmatch entities in level
            921 faces
            181 brushes
              5 entities
              9 unique texnames
            102 texinfo
  
  Opened WAD: D:/QuakeDev/wads/Doom3_hell.wad
  Opened WAD: D:/QuakeDev/wads/Doom3_rock.wad
  Opened WAD: D:/QuakeDev/wads/Doom3_outside.wad
  Opened WAD: D:/QuakeDev/wads/e4m8.wad
  Processing hull 0...
  ---- Brush_LoadEntity ----
            181 brushes
            539 planes
  ---- CSGFaces ----
            921 brushfaces
           1104 csgfaces
            973 mergedfaces
  ---- SolidBSP ----
           1219 split nodes
            338 solid leafs
            814 empty leafs
             68 water leafs
              0 detail leafs
              0 detail illusionary leafs
              0 detail fence leafs
              0 illusionary visblocker leafs
           1982 leaffaces
           1731 nodefaces
  ---- Portalize ----
            882 vis leafs
            882 vis clusters
           3427 vis portals
  ---- FillOutside ----
             89 outleafs
  ---- MergeAll ----
            950 mergefaces
  ---- SolidBSP ----
           1023 split nodes
            334 solid leafs
            624 empty leafs
             66 water leafs
              0 detail leafs
              0 detail illusionary leafs
              0 detail fence leafs
              0 illusionary visblocker leafs
           1579 leaffaces
           1336 nodefaces
  ---- Portalize ----
            690 vis leafs
            690 vis clusters
           2836 vis portals
  ---- Tjunc ----
           1398 world edges
           3928 edge points
            657 edges added by tjunctions
              0 faces added by tjunctions
  ---- MakeFaceEdges ----
  ---- GrowRegions ----
  Processing hull 1...
  Processing hull 2...
  *** WARNING 19: No entities in empty space -- no filling performed (hull 2)
  ---- WriteBSPFile ----
  Wrote infernalislands.bsp
           1983 planes            39660
           1242 vertexes          14904
           1023 nodes             24552
            102 texinfo            4080
           1336 faces             26720
           6183 clipnodes         49464
            691 leafs             19348
           1579 marksurfaces       3158
           5400 surfedges         21600
           2701 edges             10804
              9 textures         250640
                lightdata             0
                visdata               0
                entdata             463
  
  0.547 seconds elapsed
  Peak memory usage: 38475782 (36.7M)
  --------------VIS---------------
  ---- vis / ericw-tools v0.18.1-32-g6660c5f ----
  running with 4 threads
  testlevel = 4
  LoadBSPFile: 'infernalislands.bsp'
  BSP is version 29
     690 leafs
    2836 portals
  State file is out of date, will be overwritten
  Calculating Base Vis:
  0....1....2....3....4....5....6....7....8....9....
  Calculating Full Vis:
  0....1....2....3....4....5....6....7....8....9....  
	 
		
		 @XxXenoZzZ   
		#20871 posted by  metlslime on 2023/01/10 23:13:45  
		I'm surprised that it never finishes, but, not surprised it takes a long time.  
  
  Vis is the process that calculates visibility between different parts of a level, and it does really poorly with wide-open levels where you can see almost everything from everywhere.  It's optimized for more rooms & hallways type levels.
  
  Some ideas to try:
  1. Make a lot of your smaller brushes "detail"
  2. Just run "fast vis" instead of "full vis" since you won't get much improvement either way.  
	 
		
		 @metlslime   
		#20872 posted by  XxXenoZzZ on 2023/01/11 09:51:38  
		I didnt find anything related to detail however I used fast vis in necros compiling gui and made the skybox smaller. Now it works perfectly, thanks!  
	 
		
		 @raverx, RE: #20866   
		#20873 posted by anonymous user on 2023/01/14 01:51:57 
		nathnolt made this for you:
  
 https://imgur.com/a/KMLniZw
 
 It's a solution to the elevator issue, read his comment.  (It's a clever useage of vanilla entities)   
	 
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