So...now What?
I've got Radiant 1.6 working with Quake (thanks Eric), I've got Necros his compiler thingie working and I can make and compile maps. Woot Woot!
Now, I want to make me some Quake stuff. However, I've never done SP before. Are there some unwritten rules for Quake SP design? Any tips? Feel free to share.
1. Always put a secret under a lift.
#14150 posted by Cocerello on 2014/08/03 15:34:20
Necros, thanks for the link, i'll try it as soon as possible.
if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit.
Yes, that was the issue. The map looks OK if i delete the .lit file. Now to see how to make it uses .lit files like it did with WC GUI, as the parameter -lit gave errors with the .bat file.
* Ijed, i checked, all the compiling utils i use are those from Bengt Jardrup and MH(txqbsp, vis and light).
* SpronyvanJhonson.
1. Obey me.
2.
3.
For the written ones, here.
1
2
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4
SpronyVanJohnson:
#14151 posted by metlslime on 2014/08/03 20:26:49
Read Shambler's thoughts on Q1SP design from long ago:
part 1 part 2
Qbsp Error:
#14152 posted by necros on 2014/08/04 07:19:24
NewWinding: 65 points
o_O
This follows after multiple healing point off plane warnings.
Necros
#14153 posted by mfx on 2014/08/04 14:59:45
does your qbsp version support the epsilon switch? If so, fiddle with it:)
Thanks Guys!
Very useful feedback indeed!
#14155 posted by necros on 2014/08/04 18:05:15
should have mentioned that's with aguirre's txqbsp.
tried with -epsilon 0.01 but still getting that error.
Hmm...
#14156 posted by mfx on 2014/08/04 18:51:35
slowly raising helped me in many cases. But surely it depends:)
Found This By Accident
#14157 posted by Cocerello on 2014/08/05 17:52:50
Can be interesting to look at, lots of things can be used for Quake1 mapping too.
http://www.quake3world.com/forum/viewtopic.php?t=290
Textures For Mapping
#14158 posted by mechtech on 2014/08/06 16:19:54
Modified HL development textures. I find them useful for texturing curves and odd shapes. Uses full bright so you don't have to light anything.
Screenshot
Download
"Textures For Mapping With Trenchbroom"
#14159 posted by Lunaran on 2014/08/06 17:40:34
I made some orange ones ages ago so I could map like half life. It's not need though tbh
#14161 posted by Lunaran on 2014/08/06 22:54:21
Regarding marksurface limits and stuff, I don't think I've ever seen a plain text description of what qbsp does exactly. I know it CSGs all the brushes together, then uses brushplanes to divide the resulting space, and those spaces are organized in a tree, but that's as much detail as anything's ever gone into. It's either that or "read and comprehend the source code."
#14162 posted by JneeraZ on 2014/08/07 16:16:33
"read and comprehend the source code"
I think that's the main stumbling block. I tried to parse through QBSP at one time because I wanted to add some features but I ended up throwing in the towel ... It's insanity distilled into C form.
#14163 posted by metlslime on 2014/08/07 21:27:29
i managed to pick up a lot of info over the years just from conversations with other people and reading snippets here and there. There are (or were) partial explanations of different parts of QBSP on the internet in various places.
And Of Course
#14164 posted by metlslime on 2014/08/07 21:28:09
from working in the engine source code, since that needs to interact with all the parts of the BSP file.
Radiant
#14165 posted by Hipshot on 2014/08/07 23:50:38
Hmm, does Radiant 1.6 somehow work with Quake 1?
So, I've tried trenchbroom, kinda cool and modern, which I'm not so =)
#14166 posted by necros on 2014/08/08 00:04:57
at the least, you could make the map in Quake 3 mode then convert it to Quake 1 format with aguirre's convmap utility. You'd need to extract all the textures in the wad too.
Sproooony...
#14167 posted by Hipshot on 2014/08/08 00:08:24
I saw that sproony got it working... I'll just do what he did.
Whatever that was.
If You Don't Mind Beta Testing
#14168 posted by ericw on 2014/08/08 00:08:38
#14169 posted by Hipshot on 2014/08/08 00:27:31
Thanks a lot, that worked like a charm.
Now I only need to know how to compile, well, I know how, but where does one find qbsp and qvis and those things now?
When I have those things, I won't bother anyone until I show something =)
#14170 posted by necros on 2014/08/08 00:47:46
i'd say this is a good start: http://www.voidspark.net/projects/bjptools_xt/
aguirre's tools were the best around, but the above ones expand on them in a lot of good ways. most notably they have detail and hit brush support.
there are others, MH has some and tyrann as well, but I don't use them so can't really speak to them.
#14171 posted by Lunaran on 2014/08/08 03:33:15
whoa whoa
whose site is that
Those Are Rebb's "jury-rigged" Compilers
#14172 posted by necros on 2014/08/08 04:12:03
they have aguirre's compilers as a base and added in all the new toys.
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