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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Doesn't 
Baker's quake adapter have a mini-guide? For WC you can also search the Forge tutorials which were beginner things on setting up stuff like doors, keys, counters and so on.

Might well be 404 though. I'll have a search once I get to a computer. 
In Fact 
I seem to remember WC 1.6a had some docs included inside for Quake. 
 
I didn't see a guide for Quake adapter that addressed the entities in detail but I will look again. It assumed a basic knowledge of flags IIRC. I used to have that written down or remembered but after over a decade I've forgotten much of that.

Quakeforge.net is pretty sparse and really seems to also assume a knowledge base that I currently don't have anymore.

I didn't think of WC1.6 but I suppose that I could install it and see what's there. I'm pretty sure that I have a copy buried somewhere. 
And To Add... 
The PQ stuff is now gone, which was my first idea in this search for information. Many of the dead links went to things like Necros's guide which is what I probably was going to reference first anyway. 
Almost Everything... 
that you need can be found in The Forge -
http://www.quakewiki.net/archives/worldcraft/index2.shtm

For Entities -

http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm

I'd say that's fairly comprehensive.

Also QuakeAdapter is good for getting you started, though I think at this point jumping into TrenchBroom is the best option (but I know you had trouble getting it to work). 
 
Yeah. I just came across that on my own after trying different quake and forge combinations in Google (and adding archives to the search). I'll use that and play around with it to try and re-familiarize myself with it.

I still expect to put up some dumb questions though. I'm "Special" like that sometimes. Thanks for the reply though. 
Kinn 
Good news: current git version of tyrutils qbsp with func_group support has no problems with bdwtest07.map. 
Help The Noob :) 
Hi, I'm completely new at mapping for Quake. I found this site via Carmack's tweet and thought I'd give it a try. So I have a very basic question-how do you save your map so it is seen by Quake? And what do you have to do to just make it work? I'm on Mac OS X 10.6. Thank you! 
Hey "dunno" 
There's several things you need on top of the TrenchBroom editor. When you make levels with it it will save .map files. These then need to be converted to the quake .bsp file format (which is in turn placed in quake/id/maps).
To create a .bsp file you'll need a BSP program, a Light program and a Vis program.
You can download these tools from here -
http://disenchant.net/files/utils/tyrutils-0.5-win32.zip

Next you'll want to make compiling your .map to .bsp super easy so download Necros compiling program -
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/

And you'll also need to get yourself the textures used in Quake to create your levels, the one that has all the standard textures in one .wad file are here -

https://www.quaddicted.com/files/wads/id.wad.zip

Also the help document for TrenchBroom is here -

http://kristianduske.com/trenchbroom/docs/ 
But He's On A Mac 
You will need these tools:

http://disenchant.net/files/utils/tyrutils-0.5-osx.zip

and the compiling GUI doesn't run on the Mac. You will have to look at the command line parameters of the tools, I'm afraid. Are you familiar with the Terminal? 
He's On Mac OSX 
So those tools won't help. Are there native Mac versions available somewhere? Has someone ever attempted to port BJP's compilers? 
Oh, I See 
(stop beating me to it) 
I Have 
ported BJPs tools to OS X, but I haven't published them. But I will provide OS X builds of rebb's tools at some point. 
My Mistake...! 
My brain was half-asleep! :P 
Thanks A Lot! 
The main thing I love about open-source communities is that everyone is always so eager to help, even if their brains are half-asleep :D
I have windows installed on my Mac (boot camp), so I guess I can download those utilities for windows and use those. From what I understand, these formats are cross-platform compatible, right?
And I've already downloaded the WAD and read the help :)
Thanks again 
P.S: 
I use Terminal now and then, so I'll also give Mac utils a try :) 
 
If you can use Windows, I would just use Windows. Tools and utilities for the Mac are few and far between...

But yes, the file formats are all compatible. 
No, That's Not True 
Tyrann's tools are readily available for the Mac, so there's really no need to go to Windows for this. Also, the quakespasm engine (quakespasm.sourceforge.net) is cross-platform and runs very well on the Mac. 
 
You can get by, yes. But you don't have many choices. There's usually one of everything so I hope you like it! :) 
True 
But tyrann's tools are pretty good! 
 
That they are. 
 
and the compiling GUI doesn't run on the Mac.
rats, i've been thinking i should remake that gui in java for cross platform. :( 
Me Again 
So I've made my very first map in Trenchbroom and saved it as .map. Now I have a probably very silly problem - I'm clueless as to how I should install qbsp and other utils. It's not as simple as a double click, is it? Thanks! 
 
Just place the compiling programs in the same folder as your .map file and run them like this -

qbsp.exe mymap
vis.exe mymap
light.exe mymap

Where mymap is the name of your map... once you have run all three it should load your level! (just hope you put some lights in there and also the info_player_start entity!) 
 
You'll also have to copy the BSP file to your "quake/id1/maps" folder. 
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