Quake Mapping: Troubleshooting
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- Опубликовано: 19 сен 2024
- Mapping for Quake: TrenchBroom 2.0 - Episode 2 - Troubleshooting
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Map-Center on Discord / discord
If you haven’t watched the TrenchBroom 2 Quickstart please watch it first:
• Quake Mapping: TrenchB...
In this episode, we’ll cover three of the most common problems new mappers encounter while making maps.
Link to func_msgboard:
www.celephais.n...
Highlights:
0:10 No Spaces!
0:51 Leaks!
2:29 Load Pointfile...
3:25 Compiling Log
3:46 Move Camera To...
4:06 Brute Force Method
4:58 Other Causes of Leaks
5:24 Liquid Brushes
5:39 Bonus Item Fell Out of Map
6:48 +developer 1
7:46 func_msgboard
Coming soon: Exploring id’s original map files
Excellent tutorial, you are doing the Quake mapping community a great service!
Thank you, that means a lot to me.
Indeed! Thank you a lot!! @@dumptruckds
Oh wow, didn't think i'd find you here.
@@dumptruckds I have a question how do I delete a brush
The way the Quake engine uses a map format that allows for such a high level of optimization by calculating which brush surfaces are impossible for the player to ever view is just so cool to me. It's such a simple and elegant yet brilliant solution to the problem of getting a fully 3D game to run on the hardware of the time.
I agree with you, Trenchbroom easily has one of the best manuals I've ever seen. Thanks again for the tutorials, I'll be commenting on each one I watch to help drive up your engagement and hopefully get more eyeballs on these videos.
An awesome continuation of the series Dumptruck, keep it up!
These tutorials are fantastic. here's a suggestion to anyone who is having trouble with the compiler - Put it in your C drive or any available drive, so the file path looks like this: "C:/Gamedev/etc..." Because the software doesn't like spaces. Also make certain that there are no capitals at the very least in the maps path because that might screw with it too. Thanks Dumptruck!
Using capitals will maybe not do that much harm on Windows, as NTFS ignores the case, but having it mounted on a network drive, or opening it on Linux or OS X will be a pain. I believe some software on Windows also are case sensitive, and that might be what you've run into. Best practice anyways is to write everything lower case.
Also. Use relative paths! Absolute paths works fine if you're working solo, but if you ever decide to share the source files for the map, it will be a pain in the bum to open them.
Keep them coming man! The right stuff for the new mappers.
Hey i want you to know that random searches are coming here! so something is going good!
also i used this to refresh my self on some mapping stuff because of the new RC7, i started using trench super early.
hey! keep up the excellent work. I've subbed.
Welcome and stay tuned for much more.
this tutorial series is amazing, thanks. you're a legend
You should make a tutorial on detail brushes and Leaf portals saw into leaf errors. I'm having a hell of a time wrapping my mind around it.
Wait what would those two have in common or are you asking for separate videos? I'll have a comprehensive video about compiling in the new year.
Note for noobs: spaces in folder/file paths or names are fine, don't worry about it. The old GUI compilers were really bad, not even able to handle spaces. This video is old at this point and some things have changed. Use a modern compiler GUI like q1compile and it will just work. However, if you have to use the old ones, you can get spaced paths to work by putting quotation marks around the directory paths. While something like C:\Program Files (x86)\Steam would fail, if you paste it with quotation marks like "C:\Program Files (x86)\Steam" it will work. This is is only a thing because of Linux programmers - whose operating systems are unable to handle spaces in directories - who don't take into account Windows' peculiarities; one of which is its requirement of quotations around spaced directories in programs that use the command prompt.
I still encourage people to use a QuakeDev folder in the root of their HD because there are other (non-compiling) tools that need to be in the Quake directory or that can't handle paths. It's just easier to troubleshoot problems if everyone is using the same system to map.
In programming nobody names anything with spaces because they are just annoying to deal with, just name things without them and everything will work well.
Aha! The second method to find the leak is a binary search~~
Hello, total rookie here, I'm trying to put a map together for the first time, but when I play it using Darkplaces, certain pieces of geometry I've made (walls, houses, rocks, a crane, etc) seem to flicker in and out of existence really quickly depending on which direction I face.
I'm wondering if it's the result of too many brushes overlapping each other (I've neatly separated a lot of them so far, but I haven't noticed a major improvement) or if it's because the map is simply too large and wide open for the engine to handle? I've checked for leaks, but there aren't any as far as I'm concerned.
I have no idea without seeing the map. Have you tried it in other source ports? Come on by the Quake Mapping Discord and someone can help.
Ah, I tried it out with Quakespasm Spiked and it worked just fine.
Thanks for your kickass videos by the way!
I'm having this issue where one of my maps is stuck on fullbright. My others are normal. What could be causing this?
Your map or one you downloaded? If it's your own map then make sure you have lights entities in it. If there are no lights, a map will compile as fullbright.
Not sure I ever caught why exactly leaks are a problem? What does vis do, and why would I want it to successfully run?
I'll have a video about it in the new year. TLDR is that VIS optimizes what is rendered.
To my understanding, because of the binary space partitioning system (BSP) Quake uses, the compiler freaks out if there is a leak. The compiler has to be able to close everything into sections, which it can't if there is a hole.
You can’t play the level if there is a little leak ? That’s crazy there is no find and auto fix function??
You can play the level just fine but it's unoptimized and incorrect. The game tools are 25 years old so no, not automatic.
My friend seems to have an issue that literally everything in the map isn't compiling. Is there a quick way to fix that?
Send him to Quake Mapping Discord to troubleshoot.
@@dumptruckds Just sent over a message on there
i set up all my files within quake dev including pak0 pak1 start wad tools all that, and the textures wont show up when i get into trenchbroom, they are all there but not textured
you need to set a wad at the bottom of the face panel
@@dumptruckds yeah I had just figured this out about an hour ago thanks for all your help, videos are aawesome
Glad you are mapping! Come join us on the Quake Mapping Discord. Link in the right side of my TY channel banner.
I figured out the spaces thing on my own, but I still think it's absolutely pathetic to have that be in the software.
This video is quite old and there are newer compiling tools that probably eliminate that requirement. I included this in the video as to be "better safe than sorry".
@@dumptruckds Nah I ran into that problem yesterday. It's somehow never been fixed.
I've been trying TrenchBroom lately, and I've come across an issue where textures load fine in the editor but the compiled map just has checkerboard textures everywhere. I notice errors in the log that say stuff like "*** WARNING 01: No valid WAD filenames in worldmodel" and "*** WARNING 16: Texture city1_4 not found", but I'm not quite sure what to do about it.
Make sure your paths to the wad have no spaces. And they aren't more than 256 characters.
That's the thing though, no spaces and the path isn't too long. I even relocated the folder somewhere else after reading your reply, just in case, but it's still the same result.
It's either a path issue or something going on with the textures in the wad. Try the TrenchBroom Discord or Quake Mapping Discord for more help. FYI I have a couple of wads that have bad textures in them that do the same thing. But if all of them are missing it's a path issue. Make sure you have everything set up correctly in Preferences. I can't help any further here.
Hello new mapper here, I am having this error when I launch my map, it says “couldn’t spawn server maps/(mapname).bsp @dumptruck_ds
Check all your paths. There are 4 paths to set in the compiling GUI (if you are using that). Two on the mains screen: working and output. Then in Preferences there are two more. I don't recall the names. Also if you are running a mod you have to add that to the command line. -game mymod for example.