#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.
#17237 posted by sevin on 2016/10/01 23:14:11
So I guess the quake.wad came from people extracting and combining the textures from all the maps in Quake?
Also, starting to figure this stuff out a bit. JACK seems to be the way to go, I have set up configurations for Quake, Half-Life, and Counter-Strike and it seems to be working well.
#17238 posted by metlslime on 2016/10/01 23:56:47
BSP was the name of a third-party editor.
Quake's editor was called something like QuakeED. I think they did release the source but it wasn't usable for most people because it required special hardware or OS or that most people didn't have (was it nextstep or a full opengl workstation or something?)
The version of QuakeED for quake 2 was the basis for QERadiant which was third party I think, but then became the official id software editor starting with quake 3.
Pink Blocks
#17239 posted by Qmaster on 2016/10/02 00:04:11
Thats normal, Quake doesn't have icons for most point entities.
Quake Wads
#17240 posted by Qmaster on 2016/10/02 00:14:44
You could mess with Texmex...or downloading a bajillion wads from quaddicted or other places...or just use: Qmaster's Collection
This includes all standard ID1, Hipnotic, Rogue, SOA, AD, Kell/Knave, and sundry other textures as well as a few of my own such as blue variants of the knave textures. It's not a complete package but it's more or less sufficient for 95-98% of all Quake maps ever made, roughly.
Awesome!
#17241 posted by sevin on 2016/10/02 01:05:24
Thanks Qmaster, I'll grab that pack. Too bad about the icons, kinda hard to tell what's what without them.
So there's not a reliable decompiler out there for Quake/GoldSrc maps? Did everyone just figure out how stuff was made by themselves? I'm always messing around in the VMF when I'm playing Source maps to see how stuff was done. Studying popular/official maps is kinda the best way to learn stuff.
Well
#17242 posted by Qmaster on 2016/10/02 02:45:59
Thanks!
#17243 posted by sevin on 2016/10/02 03:23:45
I'll grab those too, thanks. I have been using WinBSPC, it's not very accurate.
#17244 posted by sevin on 2016/10/02 04:54:15
Well, I think I'm all set up for now! I've got source files for the base maps to study, WADs for everything, an editor that works well for both Quake and GoldSrc, and no errors in any of the AD maps I've wanted to check out so far. Thank you all so much for your help, all this setup got done in one day thanks to y'all.
Now, about those entity icons...
Almost Forgot...
#17245 posted by sevin on 2016/10/02 05:11:49
Celebrated my functioning setup with a run-through of the Minotaur and Minions (ad_test5) test map in AD on nightmare. Video for your viewing pleasure: https://youtu.be/-X7-0un85cw
@sevin
#17246 posted by Qmaster on 2016/10/02 14:53:20
Since you're coming from Source as I did once upon a time ago I'll quickly explain how Quake handles inputs and outputs between entities:
Most every entity has 1 .use function which is predefined in the code.
Targetname is the name you put on the entity to use.
Target is the name of the entity use that you set on the outputter such as a button.
Typical button: target = door1
Typical door: targetname = door1
Push the button, the door opens. The use function is usually the same and only 1 but in Quake it can depend on context. For instance if the door above has a spawnflag set of Toggle (32), then pushing the button again will close the door.
Anyhow, go map!
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