The link for tracemap command in the guide doesn’t work 
could some1 plz tell me what it is
The link for tracemap command in the guide doesn’t work 
could some1 plz tell me what it is
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
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.
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.
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…
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
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
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:
your coordinates have to be so that they are the corners of a perfect square, or else the tracemap command doesnt work.
how would you create your coordinates so they are from a perfect square?
I can’t get this to work!!! :banghead:
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
)
A tracemap lets you fire mortars without the game crashing, and makes a good base image for a commandmap.
ok i made one, but my rain still wont work, and what do i do with it after i make it
The shortcut is Q, I always thought Q would be quit or something but thats GTK shortcut logic for you! 
Sock
:moo:
if you ciclely get :
“Cvar_Set2: cl_guid 8E98016E42F05CCBE2”
what could it be its meaning?
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.
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: