MadFox
#7281 posted by Mike Woodham on 2008/03/31 22:30:34
You have mail.
Thanks Mike
#7282 posted by madfox on 2008/04/01 10:05:55
I have received it, I will investigate it.
Qc?
#7283 posted by madfox on 2008/04/02 04:10:11
Does this map is used in support of the extra progs,or the FMB progs?
I get a func_water missing.
MadFox
#7284 posted by Mike Woodham on 2008/04/02 16:25:36
Sorry, I kind of assumed from your earlier post that you had the progs.dat for this.
It should work with the Extras progs.dat if you have it. If not, you are welcome to my FMB one (the latest one also fixes the music/savegame problem, if you are into music in your levels that is)
Alright
#7285 posted by madfox on 2008/04/02 23:00:18
I'll try them.
Mapping Necessities And The Design Process
What programs are necessary for creating a Quake map?
How do you go about designing a map?
#7287 posted by JneeraZ on 2008/04/06 19:10:41
What platform are you on? Have you ever used a level editor before?
Willem:
I'm using Windows XP Pro. I've used UnrealEd once or twice.
Er I Would Use Worldcraft 3.3 And The Quakeadapter Package
#7289 posted by RickyT33 on 2008/04/06 19:50:33
Its very easy to use, its basically Hammer. You start off with loads of good textures to use. The Quake .wad files are all converted to Half-Life .hlwad flies for compatibility with the programme.
To make a Quake map you first create a .map file using an editor of your choice. The idea is to use 3D shapes (cubes, cylinders, prisms) to make an area which is sealed off from the 'outside'. If the inside area of your map leaks into the outside area the map will not compile properly. Which brings us to the second part - you have to compile the .map file into a .bsp file by running a QBSP programme on it, the it has to be 'visually optimised' by another programme called VIS, then the lighting has to be rendered with another programme called LIGHT.
All of these tools are supplied with the Worldcraft 3.3/Quakeadapter package, and autmatically set up ready to use. There's a good tutorial to get you started in the help section of Worldcraft.
here's a link:
http://www.quakeone.com/forums/showthread.php?t=1242
that should get you started, welcome to Quake 1 mapping! I started doing it less than a year ago, and I just released my 9th map, so I'm sure if you try you'll be successfull!
I would experiment a bit with the above mentioned programmes, I'm sure you'll figure it out, but if you need help you can always ask here, lots of people will help.
As for designing a map, different people use different methods, some draw ideas out on paper first, some people build maps from the ground up.... ;-P
#7290 posted by JneeraZ on 2008/04/06 19:53:49
I personally preferred QERadiant to Worldcraft but that's a somewhat religious argument. If you were on a Mac, I was going to give you the ToeTag pitch but ... oh well. Heh.
Yep
Another vote for Radiant here (GtkRadiant 1.2 or 1.4). Unfortunately it isn't terribly easy to set up for Q1 editing.
Damn it, if I wasn't such an asshole I'd have a package and tutorial ready for new guys to use. (I've been meaning to do this for a while now, but I've been too "busy" (aka lazy))
Ive Never Used Radiant
#7292 posted by RickyT33 on 2008/04/07 04:39:34
whats the difference?
#7293 posted by - on 2008/04/07 09:50:03
It's better in every way.
Honestly, the only thing I preferred about Worldcraft compared with Radiant was that Worldcraft would let you create illegal brushes (that you were attempting to form into a perfectly legal brush) without killing the brush.
Heh Heh
#7294 posted by RickyT33 on 2008/04/07 10:55:58
I'll have to give it a try
Scampie
I think Radiant will let you do that too, if you turn off "vertex editing splits face". Not entirely sure though.
Just don't use GtkRadiant 1.5 onwards. Don't be lured in by the "native Q1 support" shit. They've changed the basic brush editing/manipulation controls (and not for the better). Sigh, must not begin rant. It'd be quicker for me to dig up the old whinges rather than typing it again...
Code Question For The Masses
#7296 posted by JneeraZ on 2008/04/07 15:27:22
OK, does anyone know what the magic formula is in C for converting from UV coordinates back into Quake texture vectors?
I know how to go from vectors to UVs (that code is inside of QBSP), but how do you go the other way? If we could figure that out, some real texturing muscle could be added to ToeTag and other level editors.
#7297 posted by JneeraZ on 2008/04/07 15:28:40
Oh and Fribbles, I would love to read some of those old rants if you were being serious there. Are they somewhere that could be linked?
And
#7298 posted by bambuz on 2008/04/07 16:00:59
Worldcraft has visgroups.
Ogier has something even better - hierarchies.
But I'm still trying to learn to use it really.
It's a bit unconfigurable (view window order!) and badly documented (since it's mainly a company internal tool) but seems pretty snappy. There are a huge number of direct keyboard shortcuts for everything.
If the Starbreeze guys could get the company to publish a newer version online... ;)
OK, This Will Sound 'tarded
#7299 posted by RickyT33 on 2008/04/07 16:21:47
but in Worldcraft you have four projections: xy, zy and xz and 3D or whatever. When I have looked at shots of other editors I am always put off straight away by the fact that most seem to have 2 projections on the screen at any one time - 3D and one other. Like Radiant or Doom-ed or whatever. Surely this means you have to press a button each time you want to see the map from a different angle. Which is surely gonna slow you down somewhat.
Also does Radiant have a fully functional texture lock tool which you can do ANYTHING with? Yes or no? Is it as good as WC3.3 / Hammer's?
I am honestly curious.
I mean you must have to spend a bit of time with an editor before you could say you know it well enough to pass judgement...
Info_intermission + Mangle
#7300 posted by RickyT33 on 2008/04/07 16:23:32
Different engines point in different directions with the mangle key on info_intermissions BTW, namely JoeQuake/FitzQuake...
(just seeing as we were discussing this the other week....)
Ricky
#7301 posted by bambuz on 2008/04/07 16:29:01
most modern editors have the WC four view style. Radiant has it.
Oh, OK - I'll Prob Give It A Try At Some Point..
#7302 posted by RickyT33 on 2008/04/07 16:32:07
...it was the purpose built ID editor for Quake2 right? Which version is best for Quake1 mapping, wheres the best place to look?
;-P
#7303 posted by JneeraZ on 2008/04/07 16:42:34
I'm not a fan of the 4 view layout (as evidenced by ToeTags layout). You only ever need 1 2D view at a time and 90% of the time you'll be using top-down anyway. There, I said it.
Yeah I Know Its Silly
#7304 posted by RickyT33 on 2008/04/07 17:12:33
I often get annoyed because the four views are too small, but for creating brushes it useful to see a top and a side view at the same time. I guess in other view modes you have a "toggle view" button or something.
Im sure I could get used to other ways, I cant pass judgement till ive tried them!
Yah,
#7305 posted by HeadThump on 2008/04/07 17:21:26
traditional four view in GTKRadiant 1.2.11 with the texture theme set to black and green is the way I do it.
I just set the game to Quake 3 Arena, and try to lock my texture handling to Quake acceptable degree handling (I know, the last map was rough, but I was under the lash of time).
I hate 1.5; is the ability to load texture sets really a deprecated feature? I've looked through the literature that came with 1.5 and I've spent many hours working with it and have found nothing to contradict that impression.
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