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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Tue Oct 10, 2006 12:56 am Post subject: using custom maps |

how do you use custom single player maps in a mod.

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Tue Oct 10, 2006 7:47 am Post subject: |

Put them in /yourmod/maps? Make sure you read the txt and/or ask the author for permission.

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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Tue Oct 10, 2006 8:59 am Post subject: |

i did that but it still didn't work

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Oct 10, 2006 4:02 pm Post subject: |

Try running quake like this: Quake.exe -game yourmod +map yourmap Or, alternately, type "map yourmap" at the console. _________________ "Roboto suggests Plasma Bazooka."

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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Wed Oct 11, 2006 1:27 am Post subject: |

ok that finds the map but (theres aways a but) it sayscouldn't spawn server maps/test.bsp and dose not load the map. also what is the should the map be saved as .map or .bsp i have read that its .map but this has me thinking otherwise.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Wed Oct 11, 2006 2:33 am Post subject: |

.bsp - you'll need a compiler ( I recommend hmap2 which can be found at the DarkPlaces site http://icculus.org/twilight/darkplaces ) to make a .bsp file out of a .map. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Wed Oct 11, 2006 5:18 am Post subject: |

i got that but i can not get it to work and its not real clear in the read me on how to use it

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HeadThump Joined: 14 May 2006 Posts: 74 Location: Zin |

Posted: Wed Oct 11, 2006 9:37 pm Post subject: |

if the engine refused to spawn the map it could also mean that you don't have a player start entity in your bsp file.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Wed Oct 11, 2006 10:24 pm Post subject: |

HeadThump wrote:
if the engine refused to spawn the map it could also mean that you don't have a player start entity in your bsp file.

Yeah, but it usually tells you that's the problem (i.e. "No info_player_start")
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Thu Oct 12, 2006 1:53 am Post subject: |

i have that. i need to compile the .map to a .bsp _________________ http://bradshub.ath.cx - take a look at my web site. Come on, admit it. You're the smartest person you know.

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HeadThump Joined: 14 May 2006 Posts: 74 Location: Zin |

Posted: Thu Oct 12, 2006 2:36 am Post subject: |

okay, here is the quick and dirty way to get a map to compile into a bsp. I'm skipping editor set ups and the like. There are smoother ways to do this but I like to do things manually. Down load these two files: http://user.tninet.se/~xir870k/txqbspbjp.zip
http://user.tninet.se/~xir870k/visbjp.zip
put the executables light.exe, vis.exe, txqbsp.exe in a folder. I use c:\maps, same structure I've used for years. Put your .map file along with them. Bring up the Notepad program, assuming you are on a Windows based platform. Write this out, 'txqbsp mymap.map
vis mymap.bsp light -extra mymap.bsp'.
Save this as something like, mymap.bat in the same folder with everything else. It is important to save it with the .bat extension.
Double click on the new bat file, and things will process. When it is finished, open up the file labled, Qbsp_Log.txt, and scan down to the bottom. There you will find your errors, like, 'WARNING: No entities in empty space -- no filling performed' (though that one is just a warning, it is still a decent example).
Now, go to this site, http://user.tninet.se/~xir870k/tooltips.txt
look up your errors, and fix them according to the directions given. When your map is error free, it will compile into a bsp which can be played by using the command lines quoted in post above.

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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Thu Oct 12, 2006 3:41 am Post subject: |

i did that but the thing opens and closes realy fast. i also don't get a file called Qbsp_Log.txt i get one called VIS.txt wtf _________________ http://bradshub.ath.cx - take a look at my web site. Come on, admit it. You're the smartest person you know.

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HeadThump Joined: 14 May 2006 Posts: 74 Location: Zin |

Posted: Thu Oct 12, 2006 3:36 pm Post subject: |

the compile process will generate Qbsp_log.txt, vis.log and light.log (among other files like, mymap.vis, mymap.prt). Even if a bsp file isn't created, it will generate the Qbsp_log.txt, if the .bat program is written correctly and if the txQbsp.exe file is in the same folder (you can use other folders but it requires a slightly more complex instruction set in the .bat file).
mymap.map
txqbsp.exe
vis.exe
light.exe
mymap.bat
all in the same folder. the .bat file (a simple text file with a .bat extension) written out like this:
txqbsp.exe mymap.map
vis.exe mymap.bsp
light.exe -extra mymap.bsp
Extra is not really necessary in the light compilation, but who wants to see jaggies. Keep trying from the start if it doesn't work the first dozen times or so. Likely you have a spelling error in the bat (short for batch) program you created.

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not_l33t Joined: 08 Oct 2006 Posts: 32 Location: Downunder |

Posted: Thu Oct 12, 2006 11:53 pm Post subject: |

ok its working now. the problem was that is didn't have the .bat file wrong, which i thought i had done and if u hadn't replied today i was going to have another look at it. thanks _________________ http://bradshub.ath.cx - take a look at my web site.
Come on, admit it. You're the smartest person you know.

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HeadThump Joined: 14 May 2006 Posts: 74 Location: Zin |

Posted: Sat Oct 14, 2006 5:42 am Post subject: |

When I began mapping, I was the noobiest noobie in all of Noobiedom. Nothing I tried ever worked as it should on the first go at it.

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