Why Do You Want To Do That?
#17212 posted by czg on 2016/09/30 09:11:33
#17213 posted by PRITCHARD on 2016/09/30 09:55:48
Stuff like this, and texture lock in general doesn't seem to work very well.
Which Map Editor?
#17215 posted by sevin on 2016/09/30 15:34:23
Posted this over at quaddicted already, but msgboard is still more active.
I'm wondering which editor you guys use for Q1. I'm just now wanting to check out Q1 mapping and am pretty confused by the number of editors out there and the fact that there is no standard editor like there is on the Source engine. What I'm gathering is that Worldcraft 1.6(a) is the standard? Is that true? I've also found an editor called "TrenchBroom". I tried it, but the controls and lack of 2D viewports is not intuitive to me, so I'd like to use Worldcraft since I'm coming from the Hammer editor on the Source engine. Wasn't Worldcraft 1.6a freeware? I can't find it anywhere.
What do you guys use?
J.A.C.K.
#17216 posted by Orl on 2016/09/30 16:14:54
If you're keen on using a Hammer like editor, JACK is right up your alley. It offers many features that Hammer does and more, as well as a very similar user interface.
http://jack.hlfx.ru/en/
#17217 posted by khreathor on 2016/09/30 16:19:05
If you like Hammer/Worldcraft, I suggest:
J.A.C.K. aka Jack Hammer
Another option is Radiant:
Setting Up - Using Radiant
Basically people use: Trenchbroom, JACK or Radiant. All of them are good and it only depends on your preferences.
Everyone Here Uses All Sorts Of Different Editors
#17218 posted by Kinn on 2016/09/30 16:19:37
Any of the following "big three" are fine. Try them all and see what you prefer.
- JACK - is worldcraft-based. In active development.
- NetRadiant - probably the best Radiant-based editor. No longer in active development
- TrenchBroom - for nuskool kool kidz or whatever. In active development.
I'm an old fart and always prefer Radiant, but if you're new to this just see what works for you.
Beaten Goddamn!
#17219 posted by Kinn on 2016/09/30 16:20:18
but shows we all agree on the "big three"
Netradiant Q3df
#17220 posted by ww on 2016/09/30 17:08:59
Here's the version of netradiant I'm using. Is currently been updated every month or so; lots of useful stuff.
Here you can grab the q1 gamepack.
- and an example build menu
Oh!
#17221 posted by Qmaster on 2016/09/30 18:52:41
I never could figure out radiant.
Ya if you like Hammer, J.A.C.K is identical, except for missing displacements (not supported by Quake anyhow) and doesn't show quinstances (yet I hope). J.A.C.K is also much better than Worldcraft in that it doesn't have 4096 world size limitations, it has support for 3D viewport mouselook, 3D models in thr viewport, etc.
#17220
#17222 posted by Kinn on 2016/09/30 19:33:13
Cheers, I had no idea someone had taken up the NetRadiant mantle again. Interestingly that person has chosen to be known by the nick "Le another black niger". Not sure what to make of that, but the editor seems to work ok and fixes a few of the annoying things about the old NetRadiant I was using.
#17223 posted by Rick on 2016/09/30 20:24:23
Netradiant, but I'm using a 2012 version.
Thanks!
#17224 posted by sevin on 2016/09/30 23:30:45
Awesome, thanks for the tips guys. So NetRadiant or JACK are winners for Q1? Does GTKRadiant work? I know most people who map for Q3A use GTKRadiant.
What are the game packs? Are they like FGD files or something?
#17225 posted by muk on 2016/10/01 04:57:49
TrenchBroom 2 has orthographic views. You may have been using TB1.
Ww
#17226 posted by negke on 2016/10/01 12:47:49
Cheers for the tip. I'd pretty much given up on Netradiant, but that updated version seems very usable.
I Am So Confused
#17227 posted by sevin on 2016/10/01 19:48:13
I'm also pretty stuck trying to figure out setting up game configurations and WADs. I'm big on decompiling maps and their content so I can see how things were made. This is pretty easy on the Source engine because BSPSource is a great decompiler and custom content is often packed in the BSP, where it can be easily extracted. Also, Source games include all their content in VPKs and their Hammer already includes game configurations and FGDs, so mapping setup with base content is pretty much completely done for you. But in Quake, I can't find the default WADs and FGDs. They're not in the PAKs. And decompiling maps with WinBSPC rarely works. Even trying to study maps Thebes's are already provided in .map format doesn't work (like in Arcane Dimensions). The textures are missing in the editor and I can't find their WADs. Many of the entities just show up as purple blocks as well. Is this because they're not in the FGD or did most Quake entities not have icons? I'm just really confused, sorry for the long post.
Correction
#17228 posted by sevin on 2016/10/01 19:49:49
Uh, meant to say "that", not "Thebes". Autocorrect is nutty.
Sevin
you can find a heap of textures here: https://www.quaddicted.com/files/wads/
I think that AD uses a lot of knave textures, it's probably best to extract the textures from the BSP file though.
A FGD file is provided for AD in the zip I believe.
#17230 posted by Rick on 2016/10/01 20:08:57
Quake textures are embedded in the .bsp file. Get TexMex, use it to open the .bsp, then save as .wad
Shamblernaut
#17231 posted by sevin on 2016/10/01 20:10:18
Oh, so you could pack content in Quake maps? I thought you could only pack in the Source engine. So when you ship a mod, you don't have to include all the WADs? You can just pack them in the BSP? Is there a utility to extract the content for the Quake engine?
And yeah, I have that FGD. I guess the entities just don't have icons.
JACK can extract the textures from BSPs, I believe TexMex can aswell. For the entities to display I think you just need to point your editor to the correct directory.
looks like i was too slow
cheers Rick :)
#17234 posted by Rick on 2016/10/01 21:03:54
For stuff other than the textures, a game folder is used. Everything can be in a pak file or just a loose directory structure. There is a certain arrangement that must be followed.
OK
#17235 posted by sevin on 2016/10/01 21:24:58
So I can just use TexMex to create an individual WAD for each AD map? There must be a better way to do that, isn't there a limit to how many WADs you can have loaded in Hammer/JACK/Radiant/whatever?
So did the original Quake team have a proprietary map editor that they never released then? I'm just wondering how they did it if they never actually shipped an editor or textures and entity definitions with the game. I see that there's almost nothing in pak0 besides a gfx WAD, models, maps, and sound files.
id used software called BSP (I think).
I don't know what tools they used to make wad files or whatnot.
TexMex allows you to export the textures and make one more convenient .wad file.
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