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).
#12464 posted by quaketree on 2013/03/05 11:49:51
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
#12465 posted by Tyrann on 2013/03/06 00:06:25
Good news: current git version of tyrutils qbsp with func_group support has no problems with bdwtest07.map.
Help The Noob :)
#12466 posted by Dunno on 2013/03/06 18:19:51
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
#12468 posted by SleepwalkR on 2013/03/06 19:08:58
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
#12469 posted by negke on 2013/03/06 19:10:25
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
#12470 posted by negke on 2013/03/06 19:10:53
(stop beating me to it)
I Have
#12471 posted by SleepwalkR on 2013/03/06 19:35:42
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!
#12473 posted by Dunno on 2013/03/06 21:06:42
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:
#12474 posted by Dunno on 2013/03/06 21:09:55
I use Terminal now and then, so I'll also give Mac utils a try :)
#12475 posted by JneeraZ on 2013/03/06 21:11:26
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
#12476 posted by SleepwalkR on 2013/03/06 21:48:11
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.
#12477 posted by JneeraZ on 2013/03/06 21:56:08
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
#12478 posted by SleepwalkR on 2013/03/06 22:15:06
But tyrann's tools are pretty good!
#12479 posted by JneeraZ on 2013/03/06 22:41:16
That they are.
#12480 posted by necros on 2013/03/07 04:04:01
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
#12481 posted by Dunno on 2013/03/07 18:25:34
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!)
#12483 posted by JneeraZ on 2013/03/07 18:55:58
You'll also have to copy the BSP file to your "quake/id1/maps" folder.
Translation To Mac ;-)
#12484 posted by SleepwalkR on 2013/03/07 19:02:25
Open a terminal and run the following
cd <path to your map>
./qbsp mymap
./vis mymap
./light mymap
Notes:
1. You can enter the path to your map file by dragging it onto terminal, so you can enter cd<space> and then just drag the folder where your map is located onto the terminal window. Then hit Return (in the Terminal).
2. I'm not sure whether the names of the compiler tools in the above description are accurate. They might be different.
3. You can download Mac versions of the compiler tools from http://disenchant.net
Thanks!
#12485 posted by Dunno on 2013/03/08 14:28:28
Funny, I've really searched many different help sites, but none said anything about putting map and utils in the same folder... the Mac utils still don't work, however (I'm on 10.6, maybe wrong version), so I'll have to stick to windows.
Thanks a lot, guys :)
#12486 posted by Dunno on 2013/03/08 15:40:30
I hope I don't bother you guys too much with my questions, but since there's not much help available I'm pretty much forced to ask people around. I've noticed the Create Brush Entity/Trigger/Teleport and the Teleport Destination entity, but I don't know how to make them work :/
Still, I am quite happy I got to the point where Quake finally recognizes my map :D
Thank you!
Oops
#12487 posted by Dunno on 2013/03/08 15:41:58
I forgot to explain that I'm trying to make a teleport, and that's what I need help with ;)
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