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Post by fifthelephant on Aug 10, 2014 17:26:19 GMT -5
Hey guys, I'm currently making a map but for some weird reason the skybox doesn't seem to show up. I don't think I've done anything inherently wrong with it. www.dropbox.com/s/hhh00hhjxxngitl/q2map1.mapThis is the map file (less than 100kb). I'm kind of lost as to what to do.
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Post by grieve[Q2C] on Aug 11, 2014 2:25:18 GMT -5
check the face - flags for the sky brushes, "sky" has to be set.
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Post by fifthelephant on Aug 12, 2014 16:03:21 GMT -5
Thanks for this, I'm still a bit unfamiliar with Quake 2 editing. I thought I simply had to put it as a sky texture as in other Quake engine games. Sadly Trenchbroom doesn't support setting flags on surfaces yet so I had to edit the file in notepad (by copying the information from an identical map in quark).
So Trenchbroom doesn't really support Quake 2 yet but there is a new version coming soon with Quake, Hexen 2 and Quake 2 support (as well as other engines soon) so hopefully this will pour some more life into Quake 2 as it has recently with all the awesome new Quake 1 releases. Can't wait for you guys to try it!
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Post by fifthelephant on Aug 12, 2014 16:09:59 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Aug 13, 2014 18:02:12 GMT -5
Here's what I have so far... Hey, really cool map fifthelephant! We could use more quake1 to quake2 map converts around here! Can't wait to see the final map So Trenchbroom doesn't really support Quake 2 yet but there is a new version coming soon If you like, you can try my Trenchbroom Quake 2 addon in the mean time. It works fairly well: leray.proboards.com/thread/3529/trenchbroom-quake2-addon
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Post by fifthelephant on Aug 14, 2014 13:43:45 GMT -5
That's really neat!! I'm sure SleepwalkR (kristian duske) will get a real kick out of this... I'm actually using a beta of TrenchBroom 2 to make this, it has native Quake 2 support now. I'm sure it wont be long until it's publicly released, the beta is fairly stable. www.dropbox.com/s/r8ttfw6r9p5c4hg/tb2.jpg
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Null
Gladiator
Posts: 555
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Post by Null on Aug 15, 2014 13:35:36 GMT -5
Can you provide the link to the beta? Also, could you ask SleepwalkR to add support for compiling maps from UI, and if there's a leak, reading / displaying the leak information: (it's just a simple list of vectors) somemap.lin 240.000000 832.000000 -64.015961 161.378235 768.207031 -15.955073 161.788269 768.162170 -0.229032 216.000000 744.149475 16.000000 160.000000 960.000000 31.999996 152.000000 976.000000 240.000000 How Qoole99 reads them: const char *Quake2::GetLeakFile(const char *docName) const { static char leakPath[256];
ASSERT(docName != NULL);
if (!LFile::ExistDir(mapDir)) return NULL;
sprintf(leakPath, "%s\\%s.lin", mapDir, docName);
return leakPath; }
Object *Quake2::LoadLeakFile(const char *docName) const { LFile leakFile; QDraw::OutputText("Loading leak information: %s... ", GetLeakFile(docName));
if (!leakFile.Open(GetLeakFile(docName))) { QDraw::OutputText("Error.\nThere's no leak file.\n"); return NULL; }
char *inLine; float x, y, z; Vector3d v1, v2; Vector3d posVec;
// Read the first point. while (!leakFile.EndOfFile()) { if ((inLine = leakFile.GetNextLine()) != NULL && sscanf(inLine, "%f %f %f", &x, &y, &z) == 3) { v1.NewVector(x, y, z); break; } }
Object *rtnVal = new Object; Object *pNewSeg; Geometry *pSegBrush;
// Read the rest. while (!leakFile.EndOfFile()) { if ((inLine = leakFile.GetNextLine()) != NULL && sscanf(inLine, "%f %f %f", &x, &y, &z) == 3) { v2.NewVector(x, y, z); pSegBrush = Geometry::MakeSegment(v1, v2); pSegBrush->CenterGeometry(posVec); pNewSeg = new Object; pNewSeg->SetBrush(pSegBrush); pNewSeg->SetPosition(posVec); rtnVal->AddChild(*pNewSeg, false); v1 = v2; } }
if (rtnVal->GetNumChildren() == 0) { delete rtnVal; rtnVal = NULL; } else { rtnVal->SetBoundRadius(); }
QDraw::OutputText("OK.\n"); return rtnVal; }
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Post by fifthelephant on Aug 16, 2014 9:40:57 GMT -5
Null, I wish I could freely share the beta or the link to it, but you need to request access by speaking to SleepwalkR over on the Trenchbroom thread at Func_Msgboard. He really is looking for bug reports and feedback though, which you also need to register at the Trenchbroom Github for as well. I'm sure he'd love to have some more experienced Quake 2 mappers on board though, I feel like I can only be of so much help.
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Post by fifthelephant on Aug 16, 2014 9:43:20 GMT -5
Also, the editor does have pointfile support already. In terms of built in compiler support, it's a great idea but I doubt it's high on the priority list at the minute.
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