Compiling a map in TrenchBroom - ranguli/quake-jam-2024 GitHub Wiki
In order to compile a map from directly within TrenchBroom, select "Run > Compile" from the menubar.
Create an Export Map task
The default settings for this task should be adequate. This basically just gets your map file out of TrenchBroom and available to the compiler toolchain.
Create a Run Tool task for qbsp
The first compilation step is to run the BSP tool.
- Select the path to your
qbspbinary downloaded from the ericw-tools repository. - Enter
${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp - Check "Stop on nonzero error code"
Create a Run Tool task for vis
The second compilation step is to run the Vis tool.
- Select the path to your
visbinary downloaded from the ericw-tools repository. - Enter
-threads ${CPU_COUNT -1} ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp - Check "Stop on nonzero error code"
Create a Run Tool task for light
The last compilation step is to run the Light tool.
- Select the path to your
lightbinary downloaded from the ericw-tools repository. - Enter
-threads ${CPU_COUNT -1} ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp - Check "Stop on nonzero error code"
Create a Copy Files task
This step just copies your compiled .bsp to the directory that Quake expects maps to be installed in.
- Ensure that the Source is
${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp - Ensure that the Target is
${GAME_DIR_PATH}/id1/maps
Compile the map
You should now be able to hit "Compile" to build the map. Check the error log for any errors. If all went well, hit "Launuch" and select your engine profile. Quake should launch with your map playing.