So, the compiler GUI usually people use when compiling maps easily does not work. I've found a way using TrenchBroom (A Quake mapping application.) to compile your maps. Important: This is specifically for people who already use TrenchBroom. If you don't use this for mapping, then you can still compile your maps, but you have to set up TB which I won't explain in this tutorial.
Let's get started now.
Of course you want to open up TB (TrenchBroom) and load up your map you've made. Next, go over to the top and hit Run, then select Compile. Now, here comes the tricky part. You're going to create a Compiler Profile.
Go ahead and hit the little plus sign in 'Profiles'.
Name the profile what you want. Now, for the working directory I like to have mine set to
You can really put it anywhere you want, but choose a directory you can easily access and have Read/Write access to it.
Next, go ahead and hit the little plus sign in the 'Details' section to create a task for TB to run a tool. Hit 'Run Tool' of course. Now, you're going to need a set of tools. Go over to this site to download the Quake compiling utilities. Go ahead and hit 'Win32 Binaries' to download the tools. Extract them to a folder (doesn't have to be in the working directory) and then go back to TB. In the 'Tool' box, go ahead and Copy+Paste in the directory to your folder that contains the compiling tools. It should look similar to mine:
I have my tools located in a folder called 'bin' and I have it in the Quake directory.
Now, we'll go ahead and actually start being able to compile. In the same box, after the '\', type in 'qbsp.exe' without the quotes. Now it should look similar to mine:
Now, we'll go ahead and start using the parameters.
If you want to skip all my chit-chat about only the crucial parameters, here is the list of launch options:
qbsp [options] sourcefile [destfile]
-nofill Doesn't perform outside filling
-noclip Doesn't build clip hulls
-noskip Doesn't remove faces with the 'skip' texture
-onlyents Only updates .MAP entities
-verbose Print out more .MAP information
-noverbose Print out almost no information at all
-splitspecial Doesn't combine sky and water faces into one large face
-notranswater Computes portal information for opaque water
-transsky Computes portal information for transparent sky
-oldaxis Uses original QBSP texture alignment algorithm
-forcegoodtree Force use of expensive processing for SolidBSP stage
-bspleak Creates a .POR file, used in the BSP editor for leaky maps
-oldleak Create an old-style QBSP .PTS file (default is new style)
-nopercent Prevents output of percent completion information
-bsp2 Request output in bsp2 format
-2psb Request output in 2psb format (RMQ compatible)
-leakdist [n] Space between leakfile points (default 2)
-subdivide [n] Use different texture subdivision (default 240)
-wadpath <dir> Search this directory for wad files
sourcefile .MAP file to process
destfile .BSP file to output
So, the crucial ones you'll need is 'sourcefile' and 'destfile'. For the sourcefile, what you'll need to do is locate the .map file you saved and move it to the Working Directory. Type in the map name (NO SPACES! Only underscores.). For example, I made a bhop_rcktjmp_pract map so since the map name is 'bhop_rcktjmp_pract.map', I'll type in:
You can choose to put '.map' in if you want, it makes no difference.
Your window should look similar to mine:
Now, we need to add the 'destfile'. Copy+Paste the output directory you want after the sourcefile. For example, mine is:
Important! Make sure you put a slash at the end!
Once you've done that, if you want to apply a name to the .bsp file it will output, you can type a file name (No Spaces! Only Underscores.) after the slash. If you're confused:
See how I didn't put a slash at the end this time? That means that 'bhop_rcktjmp_pract' is NOT a directory, in fact it is a file name I want to be when the compiler outputs the .bsp file.
Finally, your compiler window should look something like this:
Now, we can finally hit 'Run' in the bottom right corner and let the map compile. Shouldn't take long, depending on your map file size and if it's optimized well enough. If you done everything correctly, you should see this in the Output aka Console window:
#### Finished with exit status 0
That means you're finally finished with everything! Go ahead and make sure the .bsp file you have is in the \Id1\Maps directory and then launch Quake and type in console:
map <insert_map_name_here>If you want, you can also type in .bsp at the end. Again, makes zero difference.
There you go, you learned how to compile a Quake map using TB since the CompilerGUI doesn't work.
Sorry, if this guide seemed awfully long to you. I'm really used to typing a lot so I eventually don't realize I'm typing wayyyy too much >w<
Wow, I just realized there isn't much tutorials posted in the Quake section. Guess this is the second one, hehe ^w^
Also, here is the Steam Guide I made on this on July 26th: http://steamcommunity.com/sharedfiles/filedetails/...