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Speedmapping Thread!
From now on, this thread will be the place to discuss speedmapping issues. This will also be where all speedmapping events will be annouced. This is just an effort to keep General Abuse on it's topic of 'anything' rather than being about speedmapping every weekend.
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Cool... 
.. we are in another spatio-temporal continuum here !!! I discovered Quake in 1995 during my PhD, and with others guys, we were used to play in cooperative and deathmatch map... with a lot of bots... and there was some weeks, I retreived my old floppies with Quake and a lot of features (BSP map, Thread, killer pack, reaper bot, etc...).. and suddenly, a wind of youth pass trought my body and I decide to re-install all this stuff on my PC... not without some troubles due to original Quake incompatibility with WindowsXP.. (thanks to winquake!) So, today, I re-start to play Quake, and I'm about to re-start building maps... I'm living again my happy hours in University..
COOOoooooool...... 
Zwiffle 
If you want to set up gtkradiant for quake mapping, check out Tigger-on's excellent guide here:

http://industri.sourceforge.net/howto.php 
About Gtkradiant .. 
gtkradiant, what's this exactly ?? Is it an equivalent tool to QuArK or Thread, or is it an additional one ?? 
Gtkradiant 
GtkRadiant is an open source version of Q3Radiant (Q3Radiant is the level editor used to make Quake3 maps).

You can find out more at http://www.qeradiant.com

GtkRadiant supports a lot of Quake3 engine games but does not natively support quake, go to http://industri.sourceforge.net/howto.php to help set up GtkRadiant for quake editing. 
Gtkradiant 
OK, I took a quick look at the web address, and I found the stuff.. It's another map builder... but the pretty good thing is the allwads.zip file including all Quake wad texture... Perhaps this file is dedicated to Q3, but with qART it may be possible to extract these textures and re-used them for Quake... I have to test it..
Thanx 
Jplambert 
If you have proper grafic card, you can use opengl accelerated quake instead of winquake,
try this one:
http://celephais.net/fitzquake/files/fitzquake075.zip
It's most respectable opengl engine port amongst oldkool Quake players. 
VonDur 
When you say "a proper grafic card", what do you mean ??? You think about the grafic card preformances, I suppose.... but what are these required performances to support fitzquake ??? 
Jplambert 
any thing that supports opengl, tnt onwards basically. 
OpenGL 
I don't remember what is the grafic card installed on my PC, so I think a "recent" one (buyed less than 3 months) is enough...
I will check that by the evening...
Thanx for the infos
Bye... 
Sir Fribbles 
I have followed both Tigger-Ons' and Necros' guides yet have failed at both attempts. Something I do keeps messing up. I think I've tried like 3 times now but can't get it to work. But that's ok, because each time it wouldn't show me the converted textures anyway. 
JPLambert 
yes, under proper i meand that supports opengl/directx, if your puter is rather modern, there is big chance it supports these both api properly. 
BTW, 
and it may be related to Zwiffle's problems with GTKRadiant compatability, what methods do WindowsXP users use to get the dos specific apps (Qbsp, mapconv, etc) to function with WindowsXp? Is there an emulator out there?

I use Windows 2000 on one system and Windows ME on the other, so I don't have compatability problems like Vondur mentioned for good ol' DosQuake :(

In fact, the only problem I really have with GTkradiant is remembering to resize the texture rendering from 1.0 to .5 for Quake. 
VonDur 
Yes, I know there is a DirectX installed (9.0 ?? I'm not sure) ... I will make a try as soon as possible... 
I Use 
the MSDos Prompt. Works fine. For gtkradiant i just screw up the steps somehow and don't know what I do wrong, so whenever I try I usually give up. 
Just 
USE LUNIX

<Asaki> LOL!! 
Hm... 
my guide is pretty crappy compared to Tigger-On's. i've been meaning to redo it for a while but i'm just too lazy... 
Inertia 
I probably will switch back (to Linux) eventually. My bro tells me it is much more difficult now to custom build a system and add WindowsXP to it because of all the compliance issues (and my brother is not the kind of guy to pirate anything, and he runs into trouble).

Zwiffle -- if you have mapconv, you just write out 'mapconv -toq1 mymapnameq3.map mymapnameq1.' in the console, and it should process a q1 map for you, as long as you haven't used any Q3 mesh editing in the map. 
Necros 
I learned how to set it up properly using your guide, way back when you posted it, so a big thanks, even if you think it is crappy. One addition I would add is the handling of I guess you would call 'em sector like brushes. I mean water, lava, slime and the like, given the trouble you run into when you try to save a file with the '*' in it. The solution is in the mapconv readme, but a newbie would not know where to look. 
See, That's Why It Sucks. 
i actually took that for granted when i wrote it. :P

but, your welcome anyway. :) 
QuArK Try... 
I've made a try yesterday evening with QuArK 6.4.0.. It's a very great software, very usefull to import BSP, MAP, WAD files, etc.. ... and to create these one also... (I made a little try with the default starting map, and a test using some differents brushes..)
I also try to import a BSP file, but a warning appears during the importation.. there was some missing WAD texture into my library..
So, is there a turnaround to avoid this problem and obtain the full WAD texture file from the imported BSP map ??? Or do I need to create myself the missing brushes and add them into my WAD texture files ??? 
JPLambert 
Use Mapping Help thread for such questions please.
http://celephais.net/board/view_thread.php?id=4 
Well... 
Not that I don't enjoy discussion in here... but let's get back on track with Speedmapping!

Speedmap #67

Saturday, Feb. 14th at 4pm EST

Theme: Quanity over Quality... Build maps with tons of brushes, lots of enemies, huge areas, or whatever. This doesn't mean spam junk all over, but try and just make LARGE maps, without regard for making nice looking architecture.

The meeting place on irc is #speedq1 as normal, but as a reminder, irc.gamesnet.net is no more, it's now irc.gamesurge.net, so connect there. If you're not into IRC, you may email a map to me before/during the event at scampie@spawnpoint.org. 
Er... Also... 
4pm EST is 9pm GMT, which is 9pm UK time. 
Hmm... 
I like that theme idea :-) 
Xen 
You'll have to make two maps to make up for Starbuck's absence. 
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