News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
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 
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. 
 
btw, i forgot, but there is a better guide to using gtkradiant. i also forgot who made it. :\ 
Quake 1 Map Pack 
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 
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 
 
Damn it, just use TrenchBroom! :) 
Yes! 
 
 
Yeah for real TrenchBroom is amazing. 
 
I also will advocate trenchbroom... it is clearly the best. 
 
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 
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 
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. 
 
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. 
 
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
 
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
 
Trenchbroom 
Build a testmap in Trenchbroom and it compiled immediately. Currently looking at my single room in Quake.

I did what you said, I now have .out file. No bsp. 
 
did you follow all the steps?

type the rest:
move q3.out q1.map
txqbsp q1


the move command will rename the .out file to q1.map and then you need to try compiling it. 
Lol 
Typed it as a single command :)
It works. Thank you very much. Now only to figure out what goes wrong. It does give a couple of no entities in empty space warnings but nothing destructive. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.