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QuakeEd 3.1 (build 102) *New Level Editor For Quake*
Before I explain everything here, I need to upload the file (preferably to Shub-Hub), but according to the rules there, I need a password to do so.

If someone would be kind enough to provide it, I can upload the file and then complete this post.

Thanks, in advance.
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RickyT23 
16 is possible, 72 is not. I really wouldn't use anything above 12, though something like 28 sides is the limit before it crashes (which reminds me, I need to put in a check so it won't craash). 
I Just Compiled A Map 
for the sake of experimentation which had 62 faces. It was a sphere with 62 faces!!! Compiled fully no probs!

Still, It gets messy when you start to add other stuff around it.

I mean using AguirRe's tools you can compile maps for Q1 with LOADS of curves. But you dont have to stick many in before vis takes 10 years....

That's the only problem I see with it! 
What Use Is A Sphere? 
Where is a Sphere's place in a world of Crates? What can the lowly Sphere do that a Crate cannot do more effeciently?

Harken to me, my brothers. Let us not be taken from our holy traditions, lest we be driven mad by our temptations of substance over style. Our lord God created the world in 6 days, it is no coincidence the mighty Crate is 6 sides! 
Try 
CZG's Helix - the one with the disclaimer on the tutorial.

I layered helix' to make a smoother surface and it worked, a nice curving helix, but as soon as more stuff was added the geometry started going nuts - a brush added or removed and the helix would transform one of its brushes into a spike, or remove some of its faces. 
 
"Still, It gets messy when you start to add other stuff around it. "

Well, that's really the crux of the issue now isn't it? :) 
No 
I once made a map that was just a sphere with nothing else around it and it compiled fine 
I Once 
Made a map that was a load of balls. 
Ok, Everyone... 
I'll be gone for a while, hoping to be back in a week or so. Please continue to post or email any bugs/problems encountered and/or things you would like to see added. This is just a hobby for me but I'll do my best to update as quickly as possible.

And thanks again for those who are showing interest. Any and all feedback is appreciated. 
 
sikkpin

When you get back, here's a download link to grab the latest version of ToeTag AND the source code:

http://wantonhubris.com/toetag/Download.html

Enjoy! 
Another New Old Editor Resurrected 
 
Wow, Tread! Cool to see new Quake stuff being developed...

One thing I'll critique - that's a sucky texture browser. Lots of wasted space there. 
Beats 
Ogier's texture browser any day.
Worldcraft has a nice one. You can look at them both in original size or forced to a certain size, there's an instant filter by name command too as well as the "all textures" and "used ones" and you can have all wads in the same list. And you can alter the brightness at which they are shown. 
 
ToeTags sorts them by width/height and then packs them together as closely as it can so you can get the most on screen as possible. It has a name filter, an "in use" filter, and a zoom control. No brightness though. That's a cool feature idea... 
The WC Texture Brightness 
applies to the 3d textured view too. Also alphabetical texture ordering has some advantages in some cases, so it could be a nice option to have. 
On The Subject Of Old Editors 
anyone remember Deathmatch Maker for Quake? I cannot believe that was a commercial product. Wins the award for the most inept level editor ever devised. The grid was in units of ten ffs (with no option to change), and it didn't even have a working texture browser, you just had to go by the names of the textures if I recall.

The icing on the cake was that it shipped with the tagline "The only level editor authorised by id software". What the christ. 
Textures 
I still use TexMex - does the job as long as I don't provoke it's tantrums by using the detail view. 
 
The grid was in units of ten ffs (with no option to change)

dear lord. that sounds terrible!

qED was my first editor (from the guys that made QME).. that was pretty poor. no clipping or vertex editing, no clone function (unless you manually copy & paste), the skew function was shabby and inaccurate and it was nigh on impossible to select in the 3d view. plus it had a habit of messing up verticies when you tried to import any non-basic brushes in via a .map file 
DMM 
I believe QMD summarized my views on that editor quite nicely... 
Hmm 
Damn.

403 error. 
Texture Browsing 
What I think would make handling large amounts of textures easier are tags. Since meta information isn't possible in the file formats (at least I'm pretty sure they aren't flexible enough to support them) you'd need to save that in an additional file but if the editor supported adding and removing tags it should be able to work pretty smooth.

The editor could automatically assign "width" and "height" tags and then the user could add whatever they want such as thematic ones ("base", "medieval"...", material ("stone", "wood"...), type ("trim", "wall", "floor", "light") and so on.

Then you could use these tags (and partial name matches too) with different logical combination for some very powerful filtering cababilities :) 
Even Better 
would be to be able to share your tags with others in some way. There's no use in everyone tagging the same textures with the same tags - it would be cool if texture packages came with tags already. 
Well 
you could do an online database but you'd need to keep be able to handle same texture names in different places and different versions of textures and so on.

I think what I was originally visioning was something simple (for quake anyway) like "wadname.tags" in the same directory as the .wad so if you put a .wad up for dl you could provide a .tags file along with the .wad 
 
I was hoping to come back to some more feedback on bugs/feature requests, but I guess there may not be much interest in this editor or those who do want to help just haven't had the time, which is completely understandable.

Those who are interested in helping, I suggest contacting me through email to keep from bumping this thread.

Lunaran: If you still want to help code, let me know what you plan to do so I don't end up do something similar.

And thanks to all who gave it a try, I'll probably still upload new versions to Shub-Hub when I can. 
 
Remember that the Quake1 mapping community is microscopic and those who remain already have editors that that know and love. You'll have to add some bad ass features to lure them away from the editors that they already know. 
That's It 
Really. I never learned to use Radiant so can't really help.

Don't be put off though, guaranteed that there's lots of people who know about your editor and use it, but won't post here. 
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