Qmaster
#13202 posted by mwh on 2013/09/05 06:03:05
Should be pretty easy to pull that data out of a demo file (assuming you have code lying around that reads demo files, I have some oddball Python at https://code.launchpad.net/~mwhudson/+junk/demp, Mandel has some C at https://github.com/mandelmassa/libdemo or you can ram the demo through lmpc and parse the text).
Negke
Thank you for those files. Unfortunately, the pack doesn't seem to be compatible with GTK 1.4. I got pretty far and solved several errors but eventually it would still crash.
Maybe someone else has any ideas? Otherwise a link to Sikkpin QE would be appreciated.
#13204 posted by necros on 2013/09/05 21:14:41
You can totally use GTK1.4 with q1, but it requires some small bits of hackery.
Basically, you extract your texture wad as jpg or tga and store them like a q3 texture pack.
Then, when you go to compile, you convert the map that was saved from GTKR (which will be a q3 .map format) into the q1 .map format with a converter program. then you compile as normal.
When i get home, I'll see if I can dig up my old guide for this.
Necros
That would be great. I thought about converting but figured it wouldn't work texture wise and Quake uses different entities and such. At least, when you decompile everything is messed up.
Here You Go
#13206 posted by necros on 2013/09/06 01:39:12
http://necros.fov120.com/post.php?postID=7
Its very old, but it explains the process at least. You can probably make it so that you can select Quake1 as a game mode (like Quake3, RTCW, etc...) instead of overwriting the Quake3 entities file... see GTKRadiant documentation on how to set up different games for that. I haven't used GTKR in ages.
#13207 posted by necros on 2013/09/06 02:47:44
btw, i forgot, but there is a better guide to using gtkradiant. i also forgot who made it. :\
Quake 1 Map Pack
#13208 posted by sock on 2013/09/06 04:46:57
GTK1.3+ Quake 1 Editor Files
Here is my Quake 1 setup for GTK 1.3+ Please check the readme file for more details of where all the files go and what they do. I was planning to test the entities.def file today, but ran out of time, it was a crazy day. I went through my own def file and took out all my custom MOD stuff, which may cause a couple of problems.
You will need to get some compiler tools, I only included the textures and editor files. You can use func_group entities with most Quake compilers, just remember to add the right switches, for example "txqbsp -group -q2map %1" will cope with Q3 map format and groups! :)
Still Thinkering
@Necros: Thank you for the link. What editor are you using now?
@Sock: We can always count on you. Thanks for sharing. A couple of questions though:
The GTK 1.3.8 beta doesn't have native Quake support. I take it I have to create my own gamepack much like mentioned in Necros his guide?
Based on the files you posted I figured this:
Entities.def and q1.shader go in the q1.game folder inside Radiant. I have to make this.
I would need a q1.game file for the qames folder in Radiant.
Textures and maps should be in the Quake folder and Tools doesn't matter right?
Also, Radiant should be installed with only q3 game support? In your readme you mention SDRadiant. Perhaps that's the difference?
I got 1.5 to run with Quake but god I hate that editor. Getting into Quake mapping, while using 1.4, is harder than I thought. My head hurts after 2 days of Googling, trying stuff out and harassing people.
GTK 1.3+ Hacking
#13210 posted by sock on 2013/09/06 14:18:30
I recommend you setup the editor like you are going to make q3 map.
* Go to the scripts directory under baseq3
* Rename the existing "entities.def" file to "entities.q3def" instead.
* Add "q1.shader" to the "shaderlist.txt" file
* Drop the zip file into the baseq3 directory.
* Extract the zip file
* Open editor, make cool maps!
* Setup quake 1 compiler tools in maps directory
* Setup compiler batch file (remember special switches)
* Compile map
* Copy bsp/lit files to quake directory
#13211 posted by JneeraZ on 2013/09/06 16:11:45
Damn it, just use TrenchBroom! :)
Yes!
#13212 posted by ijed on 2013/09/06 17:30:58
#13213 posted by ALLCAPS on 2013/09/06 18:30:20
Yeah for real TrenchBroom is amazing.
I also will advocate trenchbroom... it is clearly the best.
#13215 posted by necros on 2013/09/07 00:08:22
I am currently using Trenchbroom :)
Progress
Trenchbroom is definitely on my list. It looks like a great editor especially for terrain and such. However, I will not rest until this works. Not when people put in their time and effort to help me.
Radiant works now. I see the textures. I only get the Quake entities and I can make and save maps. I've read several compiling guides. I think my setup is good (Using Necros his GUI). But I get a line 4: invalid brush plane error.
I figured I need to convert it first but it looks like none of the programs can find the map. Regardless of where I put it. The source map is now in Quake/id1/working folder. Could this be the problem? First I left it in the Quake 3 arena map directory and that didn't work either. Is there a specific location needed? All the tools (compilers) are in Quake/Tools and the output map is in Quake/Id1/maps.
I thought quake 3 maps had to be in a .pk3 file?
FifthElephant
Only when you release it for the public.
Switches
#13219 posted by sock on 2013/09/07 14:21:04
I think my setup is good (Using Necros his GUI). But I get a line 4: invalid brush plane error.
Rmember to add the right switches, for example "txqbsp -group -q2map" or setup a compiler batch file (remember special switches)
Sock
Switches is one thing, but the problem now is that the tools simply don't see or recognize the source map.
Directories
#13221 posted by sock on 2013/09/07 16:38:58
Quake1/ID/maps <--- Where the bsp/lit file goes
Quake3/baseq3/maps <--- source, wad files + compiler tools
I don't know how the necros GUI tool works, I just use DOS batch files to compile stuff and copy it once finished.
#13222 posted by necros on 2013/09/07 16:45:07
my gui basically makes dos batch files on the fly and runs them. :)
i'm actually not familiar with -q2map but i do see that it is a valid switch for aguirre's txqbsp so it SHOULD work.
you could also try getting aguirre's convmap.exe and using it in the compiler gui by checking the "map must be converted..." checkbox, and setting the arguments to -f32 as that will also convert a q3/q2 map to q1 format before trying to compile it.
Note: if you do this, remove -q2map from txqbsp, of course! :)
now, with all that said, the error sounds like it might actually be that the brush itself has an error. can you copy and paste the first 5~ lines of the map file?
Converting
Yeah, I followed your readme instructions. Somehow there is an error opening the testmap (I've tried several compilers)It's just a square room with a info player start and a sky texture.
I think I have to convert the .map first to Q1 map format? Looking at programs to do that.
#13224 posted by necros on 2013/09/07 16:53:30
that's how aguirre's convmap.exe works (and also how the original mapconv.exe which was made by sleepwalkr).
convmap also has many many other features besides covnerting q3->q1 map formats.
but there's basically 2 ways.
if you use convmap, then you will be converting and creating a new map file and then compiling the new map file.
if you use -q2map on txqbsp, then the compiler is converting it on the fly without writing out a converted map.
Necros
Tried that too, several times. Made a new testmap. Something goes wrong there. Here's a bit of the map file:
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 448 192 -8 ) ( 128 192 -8 ) ( 128 -72 -8 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 128 -136 8 ) ( 448 -136 8 ) ( 448 -136 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 456 -72 8 ) ( 456 192 8 ) ( 456 192 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 448 200 8 ) ( 128 200 8 ) ( 128 200 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 120 192 8 ) ( 120 -72 8 ) ( 120 -72 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 128 192 0 ) ( 448 192 0 ) ( 128 -72 0 ) q1/floor01_5 0 0 0 0.500000 0.500000 0 0 0
}
#13226 posted by necros on 2013/09/07 20:35:08
ok, well, the lines look fine to me so the last thing we can try it to do this all manually.
to make this easy, make a folder on your C:\ called maps or something.
copy your q3 .map file there and copy your convmap.exe and txqbsp.exe there as well.
assuming your q3 map is called q3.map
open a command prompt and type:
C:
cd maps
convmap -f32 q3
move q3.out q1.map
txqbsp q1
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