Also
#738 posted by HeadThump on 2003/11/30 03:34:54
The techniques described in the article can be used in Blender which is free-ware.
But Then Again ...
#739 posted by Mike Woodham on 2003/11/30 05:00:03
A quick straw pole: what editors are in regular use for Quake1SP?
Thx HeadThump
#740 posted by glassman on 2003/11/30 07:03:08
Nearly There (If Anyone Is Interested)
#741 posted by Mike Woodham on 2003/11/30 12:24:23
Got BspBuild sorted out: all of its' settings are in the registry, so just had to find them and hey presto!
So, where do I find all of the old half finished, half forgotten maps to start FMB15? Perhaps I can even join several in 100 minutes and enter them in the Speed Mapping Paks?
Any offers for my straw pole, 'cause if there are better editors nowadays, I would like to give them a try?
Editors...
#742 posted by necros on 2003/11/30 12:24:50
wc1.6
hammer
gtkradiant
minor ones like
quark
qoole
Metlslime
#743 posted by R.P.G. on 2003/11/30 12:50:16
Thanks.
Necros
#744 posted by Mike Woodham on 2003/11/30 12:54:16
I have had a quick look at the gtkradiant site and saw this message: -
Note: some work is currently being done to release a Quake game editing pack for GtkRadiant.
Does anyone use it for Quake1 at the moment?
Many Use Gtkrad Or Qer For Quake
#745 posted by cyBeAr on 2003/11/30 13:08:44
but with utils like mapconv instead of full in editor support. It works fine while waiting for full quake support.
mapconv:
http://rem.fov120.com/rem/projects.projectDetails.action?id=3
I've Never Mapped For Q1 With Something Other Than GtkRadiant
#746 posted by pushplay on 2003/11/30 13:57:14
To Get You Started With It
#747 posted by necros on 2003/11/30 13:59:44
i wrote a short little "guide" explaining how to get gtkr working for q1 maps.
http://www.planetquake.com/necros/gtkrq1.html
someone else did another guide which i think explains things a little better than mine, but i don't remember who.
Tigger-on
http://industri.sourceforge.net/howto.php
is the one necros is trying to remember, i think.
Necros
#749 posted by HeadThump on 2003/11/30 14:47:26
I've noticed that the navigation at your site doesn't seem to be working correctly. Well, no links to seperate sections appear anymore on the main page.
Mike
#750 posted by R.P.G. on 2003/11/30 15:50:05
I use QERadiant and then SleepwalkR's mapconv to convert the .maps to Q1 format, which are then compiled with the normal compile tools.
Yep, That's The One! :)
#751 posted by necros on 2003/11/30 15:58:35
also, HeadThump, what browser are you using? there should be a small nav section in the topright corner.
Necros
#752 posted by HeadThump on 2003/11/30 23:41:06
IE 6.0
#753 posted by - on 2003/12/01 08:13:51
I use only Worldcraft for Q1 and GTKRadiant for Q3. So much simpler to not use converters.
I'll use Radiant for everything when it supports Q1 'out of the box'.
Thanks
#754 posted by Mike Woodham on 2003/12/01 14:30:50
I'll have a go at GTKRadiant today sometime.
It looks complicated ....
Mike
#755 posted by Vondur on 2003/12/01 15:09:15
actually it's much more effective than WC. just try learning its basics and you'll see the light :)
i cannot map in wc after i switched to radiant.
fyi, i made my first map (kaos) for one week. during that week i learned radiant and made the map.
Scampie
#756 posted by HeadThump on 2003/12/01 15:34:36
The MapConv utility is pretty simple. Just put it in a file along with a dos prompt and your Quake .map file. Type, 'Mapconv -toq1 yourmap.map outputmapname.map' at the prompt and it'll convert the map from Quake 3 and 2 formats to Quake 1, and obviously '-toq2' if you are converting the other way.
That assumes that you have Dos available, of course.
BTW
#757 posted by HeadThump on 2003/12/01 15:38:26
You don't have to use the Converter to get the Quake I .map to display in GTKRadiant so you would not need the mapconv tool for that purpose.
I Mean,
#758 posted by HeadThump on 2003/12/01 15:40:27
GTKRadiant already displays Quake I maps.
#759 posted by Kell on 2003/12/01 15:48:20
fyi, i made my first map (kaos) for one week. during that week i learned radiant and made the map.
yes, but what you're forgetting Vondur is, YOU R4WK!!11!!
fucker
Headthump:
#760 posted by - on 2003/12/01 16:57:54
It's not that it's hard to do that stops me, it's just that fact that I'd rather not have to do anything special to get it to all work. Call me lazy, but I'd rather just work in multiple editors for now.
Rocks And Skyboxes
#761 posted by PuLSaR on 2003/12/01 17:08:48
Can anyone help me: I'm finishing Q1SP map where I use sock_eg wad and need some rock textures and skybox to fit the theme (egypt). I have some custom textures of rocks but they don't fit the map good IMHO so I used ID original rock textures temporary and now it's time change them
I Use Quark As An Editor.
#762 posted by Wazat on 2003/12/01 17:30:19
http://www.planetquake.com/quark/
It's easy, simple, and has a very nice entity/brush list that I can't survive without. One of the major reasons I've never converted to another editor is, the ones people keep suggesting have no entity/brush list. I depend on that do find my brushes at least half the time. I do not enjoy playing the "let's find the obscure brush lost in the jungle that I was just working with not 2 seconds ago" every time I want to edit a brush that's not immediately accessible in my current view or zoom.
And I'm not heavy enough into mapping to go learning everything all over again. :)
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