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Add a Feature to Make Textures Weld Into Maps #90
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That can be done with the |
The master branch? How do I get to use it? |
You'd need to build the source code. |
Unfortunately, despite following exactly what has been said in the instructions, I ran into this error when I typed in and entered "cmake .." To be quite honest with you, I don't think this is the right way to do it. Probably the instructions need to be reworked for the most part. C:\bspguy-master\build>cmake .. 'nmake' '-?' failed with: The system cannot find the file specified CMake Error: CMAKE_C_COMPILER not set, after EnableLanguage |
I don't know what's wrong but I guess something went wrong with the visual studio install. It looks like CMake can't find the compliers. I'd try this to force it to configure for VS instead of NMake: |
Sadly, it resulted in this error too. C:\bspguy-master\build>cmake -G "Visual Studio 17 2022" ..
could not find any instance of Visual Studio. -- Configuring incomplete, errors occurred! |
You're sure you installed the "Desktop development with C++" component of Visual Studio? You might need to reboot before it works. |
To be honest, I looked through the three versions, Enterprise, Community, and Professional, but all three doesn't have the "Desktop development with C++" section. |
Okay, I found it. :) |
But now I've ran into this error here. "glfw3.lib(input.obj) : error LNK2019: unresolved external symbol __imp_strspn referenced in function glfwUpdateGamepadM |
I guess something changed in the new version of GLFW. Try this one: |
Yup, this time it all worked. Thanks for the help BTW. :) |
Ever since I was attempting to run the retail maps of Half-Life on the 0.52 prototype, I was thinking of an idea to 'weld/bake' textures into a specific BSP map, like most of the Half-Life retail maps do, e.g c0a0. In other words, make the maps have textures without having the need to use .wad files. What do you think W00tguy?
https://www.youtube.com/watch?v=o9VKhq40LLE
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