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A question or two
by Paul
26/02/2002 - 15:44:43 (172.188.74.176)
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I'm current knocking up an article with info on how to get started with Quake mapping, but I'm wondering if people have any sources of information or mapping tips that they'd like to share. I'd also like to know what BSP, VIS and light programs people use. Please leave your comments on this news item.
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#1
I got an tip!
by
E-werd
26/02/2002 - 16:15:20 (24.154.169.128)
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I have a tip for ya!
!!!ALWAYS USE A GRID!!!
I learned this first hand, it sucked constantly having holes in the map...lol
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#2
Okie
by
DaZ
26/02/2002 - 16:20:02 (213.122.40.71)
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****LIGHT PROGRAMS****
Tyrlite - acts like normal light programs but with cool extras such as spotlights, skylights, anti-lights, and can output colored lights (in a .lit file) also. Pretty much 99% of Q1 maps use this method of lighting...
Q1rad - HL's lighting tool ported to Q1, supports skylights with falloff, texture lights, spotlights, and can output colored light (.lit files) also. 1% of Q1 maps use this program (my crdm2 for example, but dont be fooled by this, its a great lighting program if you know how to use it...)
****BSP PROGRAMS****
Dubsp - made so that you can use Worldcraft 3.3 for Q1 editing, and does a lovely job of making a BSP file too, supports transparent water and other misc things... Very good.
Wqbsp - My personal favourite, fast, easy to track down errors with, supports transparent water and other extentions...
TreeQbsp - Never used this myself, but others say its quite good...
QBSP - the old but gold ID program, everyone has it, and should be used only as a last resort :)
****VIS PROGRAMS****
rvis+ - Easily the best VIS program around, fast, has a progress indicator, and gets those horrible nasty R_speeds down nicely...
As for the article, remember Xen's tutorial? its very good...
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#3
additional
by
DaZ
26/02/2002 - 16:22:19 (213.122.40.71)
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programs without links are programs I dont know the site URL's for... But im pretty sure you could find them on http://www.fileplanet.com or some other file dumping place :)
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#4
Hold it right there...
by
xen
26/02/2002 - 17:10:05 (194.117.133.196)
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Aquire's enhanced TreeQbsp is without a doubt the best qbsp compiler I havbe used... it gets sm36 done is about half the time as wqbsp, has many progress indicators, and an excellent feature which tracks down the exact pinpoint of errors such as 'mixed contents' etc, so you can find it in the mapfile. Tyrlight and Rvis+ are still the way to start with the other two areas, though.
I might also throw in this Sort-of-Warez Worldcraft link which I seem to give to hundreds of people over the web - mirroring it here might be useful. The original can't be bought anymore, and WC3.3 is apparently free, so I can't see valve giving a shit, tbh.
And yeah, my article could be kinda useful, I hope. A link to Qmap's mapping thread would probably also be handy.
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#5
feck da title
by
Gom Jabbar
27/02/2002 - 06:58:52 (212.185.248.117)
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Could you tell me how far the tutorial is going to go?
I mean is it just for the newbie mappers to know what progs to use best or does it go deeper?
I'd love to give some hints (that is if I'm able to...) but I need to know what hints and input you're looking for exactly.
On the compiling side I'm using the trio that worked best for me since ages: wqbsp, rvis+ and tyrlite.
I'm currently testing some other qbsp's but the vis and light won't change for me...
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#6
Paul @ Work ate the title
by
Paul @ Work
27/02/2002 - 08:25:35 (213.122.31.130)
Refers to post #5
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I've not written too much atm but it will just be a starters guide really. What editors there are, utils available, very brief explanation of what they do, etc. Links to other resources as well. I would like to push it a bit further and go into tutorials on the basics of mapping but thats not really something I'd be too good at.
What kind of tips were you thinking of Gom Jabbar?
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#7
Gom Jabbar couldn't be arsed with a title
by
Gom Jabbar
27/02/2002 - 10:02:47 (212.185.248.121)
Refers to post #6
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Well, I'm mapping for years now and worked with lots of editors so maybe I can add some stuff you have missed (if there's any ;)).
But since I don't know what you're going write exactly I'd prefer checking the stuff you wrote and give my comments to that.
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#8
Gom Jabbar couldn't be arsed with a title
by
Gom Jabbar
27/02/2002 - 10:06:19 (212.185.248.119)
Refers to post #4
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> And yeah, my article could be kinda useful, I hope.
You're article is definatly useful for beginnners. Very interesting read...
Are you planning to do more of such tutorials? Imo there are not enough tutorials dealing with architecture and other looks like yours...
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#9
Yeah xen
by
Paul
27/02/2002 - 17:16:41 (172.191.245.114)
Refers to post #4
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You need to do more tutorials :).
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#10
off topic, but...
by
DaZ
27/02/2002 - 17:26:41 (213.1.189.20)
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*cough Crdm2 review *cough* :)
back on topic, Ill write up that article on wc3.3 soon paul, Ill include pics/links too if u like...
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#11
Paul is afraid of typing too much
by
Paul
27/02/2002 - 18:15:12 (172.191.245.114)
Refers to post #10
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*cough* *splutter* tomorrow *cough*
Ill include pics/ links too if u like...
Ok Bert. Pictures are good :).
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#12
compiling shtuff
by
Electro
27/02/2002 - 18:30:48 (210.8.232.2)
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i use the following:
dubsp (by Riot) - is needed, because i'm using GTKRadiant for q1 mapping, although it does have some issues with textures on some angled surfaces.
hvis (by LordHavoc) - very quick... uses a fair bit of memory though.. but that's no problem.... also compiles maps with lower r_speeds than normal
tyrlite - more customisable and overall better static light falloff.... and it supports .lit and all that fancy stuff.
there are lots of compiling tools out there.. it really depends on what program you use for mapping as to what bsp compiler you use... but for lighting and vis'ing, i've found that these 2 are the best.
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#13
HOLY COW!
by
Panzer
27/02/2002 - 22:24:49 (66.69.2.164)
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Where could I get a copy of Radiant that's compatible with Q1? Please let me know!
[email protected]
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#14
Almost forgot...
by
Panzer
27/02/2002 - 22:29:27 (66.69.2.164)
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I didn't see this article at first and posted on the Chad thread. The Forge has a group of editing tutorials for Worldcraft as well as some links to the progs for VIS and LIGHT. Also, about the Radiant editor...what is dubsp and where do I get a copy? I'm extremely familiar with Radiant and would like to stick with it...texture warping or not! I can fix the textures fairly well since I've had a lot of practice. Thanks for all of the links and tips! Any email can be sent to me at:
[email protected] or
[email protected] Still can't figure out why your email bounced Paul. Sorry! :(
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#15
QERad for Q1
by
Gom Jabbar
28/02/2002 - 03:24:02 (217.4.101.71)
Refers to post #13
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There's awfully no real QERadiant for Q1 but you can trick a bit to make QERadiant work for Q1 editing.
I'D suggest you to go to SleepwalkR's Rapid Eye Movement (http://rem.fov120.com), search for the Projects page and download the "Mapconverter". This proggy converts your Q2 mapfiles to Q1.
Afaik there's a complete tutorial on setting up QERadiant for Q1 included in the .zip
Hope this helps you,
Gom Jabbar
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#16
Ok, I've send an email to both addresses
by
Paul
28/02/2002 - 03:37:46 (172.188.239.84)
Refers to post #14
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Hopefully you get one of them :).
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#17
/me shrugs
by
Electro
28/02/2002 - 07:33:17 (203.134.26.93)
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can't remember the link for dubsp.. but maybe someone else here knows it
dubsp is used in association with GTKRadiant.. NOT QERadiant.. for qeradiant, i'd go for sleepwalkr's q2-to-q1 .map converter.
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#18
Compilers
by
Gom Jabbar
28/02/2002 - 08:14:04 (212.185.248.123)
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I'm currently testing some compilers for compile times, r_speeds and filesizes they produce.
The Map I'm compiling is an early Alpha of GomDM6 which'll be made fo MisYus Q1 Geocomp (http://www.planetquake.com/misyu/contest.html) with a rather high brushcount and lots of architecture.
The compilers I'm testing are:
- BSP: wQBSP, treeQBSP, original QBSP
- VIS: rVIS+, hVIS, original VIS
If you wanna know about the performance of other compilers post them here (with link cuase I'm too lazy to search for every compiler out there) and I'll check them too.
I'm going to put the results into on nice table and upload it somewhere for everyone to check. If Pauls is interested the list will also be available in his beginners guide to mapping.
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#19
Yep I'm interested
by
Paul
28/02/2002 - 08:33:57 (213.1.180.238)
Refers to post #18
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I'll whack it in when you're done.
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#20
Gom Jabbar doesn't like titles
by
Gom Jabbar
28/02/2002 - 08:39:04 (212.185.248.122)
Refers to post #19
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K Paul, just send that article of yours in so I can check it and I'll get back to you with comments on the article plus the results of my compiler tests...
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#21
Compilers
by
Gom Jabbar
28/02/2002 - 10:40:24 (212.185.248.123)
Refers to post #18
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Just added DuBSP to my list of compilers to check...
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#22
Erm Panzer
by
Paul
28/02/2002 - 12:48:03 (172.191.221.131)
Refers to post #14
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Emails to both addresses bounced. Any suggestions?
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#23
Dubsp?
by
xen
28/02/2002 - 14:35:51 (194.117.133.196)
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"dubsp is used in association with GTKRadiant.. NOT QERadiant.. "
Erm, wasn't it made for WC3.3?
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#24
Ok, got one more....
by
Panzer
28/02/2002 - 20:15:00 (66.69.2.164)
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[email protected]
I'll be online later. Do you have MSNIM? My email addy is above and I go by Panzer_DWS for screen name. Cya later!
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#25
This is a GOOD idea!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
by
Abyss
01/03/2002 - 19:38:23 (203.29.150.3)
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But I am biased, 'cause it is exactly what I want/need. Sorry I can't help, I am one of your target audience ;)
Good tutorials, and or links to them would be great. As with build programs, qbsp, light, vis, perhaps not just whjich programs to use, but "how" to use them correctly, all the command line parameters etc, would be good to know.
All you more experienced mappers should keep in mind, that the things that you take for granted, or think a very trivial, things that come as second nature to you, without having to really think about it, are things that us newcomers may not have a clue about.
It is a very daunting thing, being surrounded by mappers, who's maps you have played and enjoyed for years, for who's mapping skills you have gained great respect for, to go to places like Qmap and ask very simple, sometimes silly questions. I think there would be others like myself, who end up just stumbling around in the dark trying to figure things out, who don't really want to trouble others with their basic questions, to whom the type of thing that you are attempting here, would be very greatly appreciated.
There are to many sites where this sort of stuff (Quake editing material), has just dissappeared from, and all we are left with is dead links. So I think whatever you manage to come up with would be a welcomed and well used resource.
I wish you all the very best of luck with it, and look forward to it becoming a reality.
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#26
How do I get QERadiant to work
by
Panzer
02/03/2002 - 21:19:04 (66.69.2.164)
Refers to post #15
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I keep getting an error message when I try to compile a map in QERadiant. The message is as follows:
SetQdirFromPath: no 'quake2' in c:\progra~1\/qeradi~1\/maps/test1.map
Sorry for bugging you guys about this, but I'm not very familiar with how or where to enter things in the command line, much less how to get this map to compile. Please help as I have a bunch of great mapping ideas for gritty ol' Quake 1. Thanks to all who have helped out!
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#27
Qmap...
by
xen
03/03/2002 - 13:44:15 (194.117.133.196)
Refers to post #26
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Try asking in the 'mapping help' thread at Qmap, here: http://www.qmap.org
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