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#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!
@Q
#17247 posted by sevin on 2016/10/02 15:33:27
Thanks for the tips Q! I've been creeping around the AD/base maps, so I've picked up a few things about logic. It's obviously a bit more primitive than Source, so I think I will be able to pick it up OK.
Also realized I forgot to grab compile tools! Some quick research indicated ericw's tyrutil's tools are the way to go, though, so I've grabbed those.
Honestly I'm blown away by these AD maps. I've never seen an HL/HL2 mod of the scale and polish that AD has. The geometry and texturing is insane, with gameplay to match! Foggy Bogbottom is a masterpiece, even sock's little test maps are gorgeous in their own right.
The textures are just insanely well crafted and implemented. Even in modern Source maps made by Valve, they don't worry so much about perfect alignment or more specific textures like those made for arches. But in AD, everything just seems perfectly applied and there are gorgeous arches and roofs everywhere. It's pretty awesome to see.
OK sorry I'm still wigging out a bit :3
Thx!
#17248 posted by mfx on 2016/10/02 21:06:51
Go map!
Ya, I Think We Are All Still Wigging Out.
#17249 posted by Qmaster on 2016/10/02 21:20:53
FGDs And Paths
#17250 posted by sevin on 2016/10/04 05:13:21
Trying to figure out the proper FGD and game path setup for JACK. I notice that if I change the game path from id1 to AD, several entity icons appear, including ones that I thought were part of the base quake.fgd I have from the JACK files.
Here's how the 3D view looks with only the ad_quake.fgd enabled and the game path set to AD.
Here's how it looks with the quake.fgd added with the ad_quake.fgd and with the game path set to id1.
Can JACK not read paks or something? Why would the default icons show up in the AD path and not id1? Do I need to have the quake.fgd enabled WITH the ad_quake.fgd or do I just need the AD one? What FGDs are ya'll using?
Just The AD Fgd Will Do.
#17251 posted by czg on 2016/10/04 08:29:20
AD & Illusionary Brushes
#17252 posted by Newhouse on 2016/10/05 06:18:01
How do I make illusionary brushes in a way, light doesn't go through them? Is there any other way to make brushes you can see, but doesn't collision check. Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important.
_shadow 1
#17253 posted by PRITCHARD on 2016/10/05 06:25:44
I think that's it? maybe also _shadowself 1 and _dirt 1, i'm not sure how necessary/functional they all are. (_dirt is obviousy only if you're using dirtmapping)
@NewHouse: An Alternative Technique
Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important.
Probably you know this already, but you can of course do the opposite: instead of using func_illusionaries for the tiny details that stick out, make those parts out of normal brushes -- or better yet, func_detail* -- but then cover the whole structure in a large clip brush (i.e. a brush covered in the "clip" texture"). The same technique works if you have small recesses in a wall that you don't want the player to get caught in.
*I can't explain the exact technical reasons for this myself, but it's been said several times on this forum by experienced mappers that it's best to use func_detail for tiny detail brushes.
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