Tracemap command ??


(D3C0Y) #1

The link for tracemap command in the guide doesn’t work :frowning:

could some1 plz tell me what it is


(Drakir) #2

Pretty simple:
type /developer 1 in console
then /generatetracemap

Wait for engine to finnish and you´ll have a tracemap in your /maps folder.

The image created by engine should be named: mapname_tracemap.tga


(MytMowse) #3

Any Idea how long it takes? Cuz i have such a tiny map I mean the map file is only like 5kb cuz it’s only a test and I don’t get nothing letting me know that it is finished. There is also no tga.


(Womprat) #4

it should only take a few seconds for a small map. and it prints out:

Generating level heightmap and level mask…
0 of 65536 gridpoints calculated (0.00%), 1 total traces
19913 of 65536 gridpoints calculated (30.38%), 49501 total traces
47999 of 65536 gridpoints calculated (73.24%), 101646 total traces
65536 of 65536 gridpoints calculated (100.00%), 119182 total traces
Generating sky heightmap and sky mask…
65536 of 65536 gridpoints calculated (100.00%), 142319 total traces
Generating sky groundmap…
52300 of 65536 gridpoints calculated (79.80%), 142334 total traces
65536 of 65536 gridpoints calculated (100.00%), 142334 total traces

also you have to use devmap to load the map in order for developer 1 to work.


(MadAxeMan) #5

I get the same. Maybe if you only have a very minimal map it cannot produce a trace - or maybe it needs terrain to work from - I don’t have any at the moment.

Anyhow, it isn’t needed to continue dev, so I’m flagging this one…


(Thej) #6

yeh i got the same in the bginning till i added the boundries of the map in the worldspawn

Key mapcoordsmins represent the top left corner (x / y map editor values).
Key mapcoordsmaxs represent the bottom right corner (x / y map editor values).

U can find them in the manual on command maps. or look at how they are put in in the worldspwn in goldrush


(MadAxeMan) #7

Have my map coords set - that didn’t help with the tracemap.


(Thej) #8

Are u sure u dont get an extra folder (ur mapname) where the TGA is in?

cause it really should work like its written in the manual


(MadAxeMan) #9

Yeah, I don’t get any console output either. I’m not stressing though, I’m sure it’ll work itself out.

Got more noob things to suss, like exactly what is meant by a concave brush. In my two minute fanny around, I think this means that the touching faces must be the same geometry when you merge them. :chef:


(Domipheus) #10

your coordinates have to be so that they are the corners of a perfect square, or else the tracemap command doesnt work.


(Dark Killer) #11

how would you create your coordinates so they are from a perfect square?
I can’t get this to work!!! :banghead:


(Shallow) #12

Easiest way is to drag out a temporary square brush around your level and get the coordinates by looking at the positions of its corners. If you go to Preferences -> Display -> 2D display/Rendering and check the Display size info option, Radiant will display your brush’s height and width, making it easy to tell if it’s square. (There’s probly a keyboard shortcut to toggle that, dunno what it is since I find it useful and just leave it on :stuck_out_tongue: )


(diaper eater) #13

whats a tracemap do :???: :???:


(mort-malice) #14

A tracemap lets you fire mortars without the game crashing, and makes a good base image for a commandmap.


(weasel) #15

And lets you call artillery and airstrikes, and makes precipitation work.


(diaper eater) #16

ok i made one, but my rain still wont work, and what do i do with it after i make it


(sock) #17

The shortcut is Q, I always thought Q would be quit or something but thats GTK shortcut logic for you! :wink:

Sock
:moo:


(turk2000) #18

if you ciclely get :

“Cvar_Set2: cl_guid 8E98016E42F05CCBE2”

what could it be its meaning?


(lennyballa) #19

I found out that you can only use that command if you have done light and vis, if i don’t do this the tracemap command doesnt work for me.


(mort-malice) #20

And lets you call artillery and airstrikes, and makes precipitation work.
Actually I tested this and with no tracemap I was able to call airstrikes with no probelems. :drink: