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.
#14173 posted by Lunaran on 2014/08/08 06:30:34
That's what I thought, but the site/readmes don't say "by rebb" anywhere :\
#14174 posted by rebb on 2014/08/08 14:55:50
Definitely also try Tyrann's Tools, they are in many ways done more professionally and he has a lot of experience building these things. In comparison i'm more of an ape hitting a pile of code with a bone. Also the TyrUtils lighting tool has some advanced features over the BJP based one.
It's probably a good idea to build your maps so they compile on different tools, allowing for tests to decide which work best for you.
#14175 posted by Lunaran on 2014/08/08 18:23:46
I use your txqbsp and wvis and tyrann's light, FWIW.
So Do I
#14176 posted by mfx on 2014/08/08 18:27:27
Same Here
#14177 posted by skacky on 2014/08/08 19:17:51
Compiling
I'll send Hipshot my working folder which, oddly enough, gave me a lot of headache because the compilers wouldn't work. When I started over, with the exact same folder structure, it all of a sudden did work. Weird stuff, but it's sorted thanks to Eric.
Besides Hipshot, you know lots of modern stuff so that's not the reason for skipping Trenchbroom. No, it's that good old Radiant love that brought you here.
What's a good way to get a func_train to sound like it fits in a base map? "rachet metal" or whatever obviously doesn't fit. I've tried using quoth's custom sounds to use the base plat/door sounds and they are slightly better but still kind of meh. Hipnotic's ambient/humming.wav in an ambient_generalpurpose is not too bad but I'm still not thrilled with it.
Quake 2 Problem
I'm currently making a Q2 map but for some weird reason the skybox doesn't seem to show up. I don't think I've done anything inherently wrong with it.
https://www.dropbox.com/s/hhh00hhjxxngitl/q2map1.map
This is the map file (less than 100kb). I'm kind of lost as to what to do. Anyone have any ideas?
Basetrains
#14181 posted by Lunaran on 2014/08/11 03:09:52
You could make the train silent and have trigger_relays fire timed doors hidden behind the walls :D
on the same principle but less offensively, you could use the info_notnull use=plat_hit_bottom hack for playing .noise1 when triggered, and have the train trigger those along the way instead.
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