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  • NQuake - Can't find map

    Hey everybody. I installed Quakeworld with Nquake and tried my hand at making a map in Trenchbroom. It's all sealed, and I used Necro's utils to compile. However, when I try to Run Quake to use the map, it doesn't load it because it can't be found.

    All folders are specified correctly and it's using the right engine. Any help for this one?

  • #2
    Are you placing the exported .bsp file into the 'maps' folder in your directory, or just the .map file?
    'Replacement Player Models' Project

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    • #3
      Originally posted by Dutch View Post
      Are you placing the exported .bsp file into the 'maps' folder in your directory, or just the .map file?
      Placed it in the specific maps folder in ID1. I had to make it myself because one wasn't there when I installed it.

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      • #4
        The original maps folder should be within the .pak files and include all the original id maps...the base directory itself doesn't have a maps folder. That being said, you should have no issues creating a maps folder outside of the .pak files and adding your .bsp to it...

        Afraid I can't be much help without more knowledge...got any pics of your directory?
        'Replacement Player Models' Project

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        • #5
          Originally posted by Killmachine View Post
          Placed it in the specific maps folder in ID1. I had to make it myself because one wasn't there when I installed it.
          The readme says to put custom maps into qw/maps
          Try and see if it works.

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          • #6
            Originally posted by Seven View Post
            The readme says to put custom maps into qw/maps
            Try and see if it works.
            No luck

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            • #7
              Originally posted by Seven View Post
              The readme says to put custom maps into qw/maps
              Try and see if it works.
              No luck. Doesn't load the map in game, command prompt just gives me the desciption of the "map" command.

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              • #8
                The big question is did your map actually compile? If it didn't you won't have a BSP file to load anyway. That's why I always prefer to compile from a terminal window with condition statement so you can see every line and possible error(s) as the map compiles and if it fails it stops and I can see.
                qbsp awesome || light -dirtdepth 1024 awesome || vis awesome && darkplaces-sdl -listen 8 -game mymod +sv_cheats 1 +map awesome
                Last edited by xaGe; 07-20-2016, 06:04 PM.

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                • #9
                  Originally posted by xaGe View Post
                  The big question is did your map actually compile? If it didn't you won't have a BSP file to load anyway. That's why I always prefer to compile from a terminal window with condition statement so you can see every line and possible error(s) as the map compiles and if it fails it stops and I can see.
                  Everytime I open the .exe's they immediately close.

                  Using Necro's UI, I keep having issue after issue. Either it can't find "part of the compile.bat" file or "can not find 'quake' in file path" or some other problem. It makes no sense.

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                  • #10
                    Update:

                    Everything seems to work fine for my BSP in the compiler up until a I hit a point where it says "Error opening c:\Nquake\Maps/C:\quake_wad\quake.wad"

                    IS my texture wad causing this problem?

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                    • #11
                      YES, most likely. I place my wad files in the maps folder I'm compiling from when using TrenchBroom 2 to map with plus I'm compiling from the same directory. If you're using NetRadiant the wads should be in the id1 folder.

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                      • #12
                        Originally posted by xaGe View Post
                        YES, most likely. I place my wad files in the maps folder I'm compiling from when using TrenchBroom 2 to map with plus I'm compiling from the same directory. If you're using NetRadiant the wads should be in the id1 folder.
                        So you're saying my texture wad should be placed in the folder where the BSP will go when compiled?

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                        • #13
                          That is how it works for me when I compile the map from the maps folder, yes.

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                          • #14
                            Originally posted by Killmachine View Post
                            "Error opening c:\Nquake\Maps/C:\quake_wad\quake.wad"
                            That path is weird and wrong, yeah? Where/how have you configured the paths that your compiler uses?

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                            • #15
                              Originally posted by Johnny Law View Post
                              That path is weird and wrong, yeah? Where/how have you configured the paths that your compiler uses?
                              Everything should be set up properly

                              I legitimately do not understand why this shit is so hard lmao. It keeps giving me problem after problem. I don't get why the path is still so messed up.

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