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Post by fifthelephant on Aug 19, 2014 20:25:50 GMT -5
Any ideas why a texture, like a button, wouldn't animate properly? I've tried setting the spawnflag for the brush, in this case a button, to animated but this doesn't seem to work... Also, WIP screenshot of map - www.quaketastic.com/files/screen_shots/q2-tb2-4.jpg
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Post by knightmare on Aug 20, 2014 12:15:56 GMT -5
Is the texture on the func_button part of a properly linked set of animated switch textures (looped set of 4)? Use Wally to check the .wal files- open each file, hit F12, and verify that the internal name and Next Animation Texture are set properly.
If they aren't and you have to fix them, you'll need to recompile the map. Qbsp3 reads the texture animation data from the .wals and compiles it into the .bsp.
BTW, your screenshot looks promising. Will you be adding any rocky cliffs/terrain to go with that metal base exterior?
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Post by fifthelephant on Aug 21, 2014 13:13:46 GMT -5
I am really at a loss with this one. I'm pretty certain these texture should simply just work as trenchbroom is pulling them from the quake 2 files.
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Post by Deleted on Aug 21, 2014 14:45:11 GMT -5
hmmmm i myself also some problems after compile new test map, hmmmm strange?!, when i compile a simple map with kmqbsp3.exe ..for example e1u1/doorswt0 switch texture the texture stay the same..not animating... when i compile with txqbsp39.exe same map, same texture , the texture changed, active working switch animating...
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Post by knightmare on Aug 22, 2014 19:18:21 GMT -5
Margaal: are you setting moddir and gamedir correctly when compiling with kmqbsp3? I just compiled a map with kmqbsp3 and animated textures worked fine.
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Post by Deleted on Aug 23, 2014 9:11:50 GMT -5
Hi Knigtmare i map for two years now with Kmq2 - kmqbsp3 actually never thought about a path name for kmqbsp3 hmmm tell me... what is the correct path for kmqbsp3.....
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Post by knightmare on Aug 23, 2014 10:58:41 GMT -5
The path where kmqbsp3 is located shouldn't matter, it's that the -gamedir and -moddir (if you're using a mod folder) parameters need to be set right for it to find the textures.
kmqbsp3 -gamedir C:\Gamez\Quake2\Q2\baseq2 -moddir C:\Gamez\Quake2\Q2\moddir C:\Gamez\Quake2\Q2\moddir\maps\mapname.map
You'll also need the -gamedir and -moddir parameters for Arghrad or qrad3 to find the textures to calculate average surface color.
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Post by Deleted on Aug 23, 2014 11:22:26 GMT -5
Ohh in Quark.... Thanks mate, have both lines now in Quark configuration..
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Post by fifthelephant on Aug 30, 2014 19:29:48 GMT -5
kmbsp3 seems to animate the textures once you set the directory. But now it's adding light to surfaces that I don't want lit (I prefer the old school way of lighting maps)
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Post by knightmare on Aug 31, 2014 21:15:55 GMT -5
You mean surface lighting? You'll need to edit the attributes for those light-emitting surfaces to remove the light surface flag.
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Post by fifthelephant on Sept 4, 2014 13:13:10 GMT -5
I haven't set the surface flags for the textures and it still adds a light value.
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Post by knightmare on Sept 4, 2014 16:18:04 GMT -5
That's because certain textures have default attributes (including surface light values) that the editor automatically applies. You'll have to manually remove them.
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Post by fifthelephant on Sept 7, 2014 18:28:15 GMT -5
I'm using Trenchbroom 2, it doesn't automatically apply the surface light values. I think this may be a compiler quirk to be honest. It's not a deal-breaker but I prefer to have total control over my work.
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Post by knightmare on Sept 8, 2014 21:07:38 GMT -5
Can you send me a text snippet (for a single brush) from a the .map file made with Trenchboom? I have a hunch that it's not writing the surface flags, content flags, and light value for each surface in the .map (as it's not officially supported). This would cause qbsp3 to use the default values for each texture (which it's loading now that you have -gamedir set).
If true, this isn't too hard to fix, you'd just need to edit the .map file before compiling to add 3 0's to the end of each line for a texture that you don't want to emit light.
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Post by fifthelephant on Oct 14, 2014 10:36:36 GMT -5
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