#2910 posted by Jaeon
on 2019/01/29 21:45:40
The link takes me to your setup tut
YES!! it is a video that you can play in your native language as I typed above. The section where the compiling is setup should play automatically.
Referring To This Comment
I find it difficult to converse in a language I am not functional in.
Maybe I misunderstood.
#2913 posted by Drew
on 2019/01/30 01:09:57
thanks for interest/reply
trying to remember what I was doing that could have triggered this weirdness but it's a little unclear as I didn't realize it wasn't making changes for bit (assumed I messed up in the editor as it isn't my comfort zone etc)
please let me know if more info required
Why Doesn't Someone Write A Tut For Compiling Q2 Maps Out Of
#2914 posted by Jaeon
on 2019/01/30 02:16:06
Trenchbroom? I have seen two other threads that fizzled when the user was asking for help to do just that. I am wondering if there is an issue with Trenchbroom that won't allow for it. Heck, if there was one for how to do it with Quake that might suffice. I am hoping someone takes up the challenge. As for the statement "I find it difficult to converse in a language I am not functional in. " I was referring to my inability to understand even basic code speak.
I did it before. It can be done. Just try it out. If I can figure it out anyone can. Sorry I don't have the answers for you but I have a new computer and those files are on another I don't have access to. You can Google for Quake 2 compiling tools and find this:
Write a batch file to compile your map and FFS GO MAP.
and go here for some info: https://discord.gg/Wnqz74z
The map file looks fine. Could you post the entire error message, it might stem from one of TB's other configuration files.
#2918 posted by Scrama
on 2019/01/31 14:24:12
I've got it
// entity 25
"origin" "744 136 200"
Last entity at file has misprinted backslash - escape character. Just remove it using notepad.
#2920 posted by Jaeon
on 2019/02/01 04:06:30
Appreciate it. Thank You. Too much for me though. I am now using Quark's internal compiling. It is no more time consuming then using the compiling GUI. So I build in Trenchbroom and compile in Quark, my problem is solved.
#2922 posted by Drew
on 2019/02/01 05:50:46
(re #2918 AND #2920, clearly)
So is this \ a byproduct of something I did in the editor or just my fat fingers
Drew A.k.a. Fat Finger
#2923 posted by Scrama
on 2019/02/01 08:15:47
Seems like you pressed it in pair with Enter
TB should warn about this though.
#2925 posted by Scrama
on 2019/02/01 10:00:12
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n"
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements | https://github.com/kduske/TrenchBroom/releases/tag/v2019.2
Hiding Vertices/edges/faces Behind Brushes?
#2929 posted by Razumen on 2019/02/11 05:36:39
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes.
I Don‘t Understand What You Mean
Please explain in more detail.
Re: I Don‘t Understand What You Mean
#2931 posted by Razumen on 2019/02/11 16:13:43
Ah sorry, I see there's already an issue open under "Draw occluded vertex handles shaded #1568" detailing pretty much the same request.
#2932 posted by muk
on 2019/02/12 01:15:06
imagine how cluttered it got when Vertex, Edge, and Face nodes were all displayed at the same time.
Quake 3 Bug
#2933 posted by Reyond on 2019/02/13 20:37:08
I am sorry, may be I am just stupid but seems like I found a strange bug. When I open quake 3 .map in TB and then save, it turns into quake 1 map (I use windows version of TB 2019.3). I asked few people to do the same on their PCs and they have same bug. Seems like TB converting quake 3 maps into quake 1 format when it opens it.
Also Quake 3 Bug
#2934 posted by Reyond on 2019/02/13 21:24:24
Also wierd bug. Not all md3 models are displayed in TB. Check it out, here are some models that I use: