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Back in Quake 1 level editing after 10+ yrs

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  • Back in Quake 1 level editing after 10+ yrs

    Back in the game after a major leave of absence! LOL!

    Hard to forget (and walk away from) the best game ever made though. I'm back and hoping to fully immerse myself in level editing
    again, and even start editing textures ( I reckon they were called WADs? if memory serves?)

    What level editors are you guys using these days? Gimme a name and a download location if ya could.

    I played around with the Virtus Death Match Maker the most, which probably goes to show how long its been! (damn I'm getting old)..

    Also, anyone know where I can find a working copy of the DeathMatch maker I can run on modern systems? I went looking for it a couple of yrs ago and the search turned up nothing.

    Anyways, I'm the BreadMan and hoping to get well aquainted and well involved with y'all soon. Custom Level debut soon to follow.

  • #2
    welcome back to quake

    i myself use gtkradiant for mapping
    http://quakeone.com/forums/quake-hel...g-radiant.html
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

    Comment


    • #3
      It's almost identical but there are a few little hidden extras:

      I prefer NetRadiant (google it, it'll bring you right to it).

      Really, GTK and NET radiant are so closely identical you may never know the difference. The difference comes 2 fold.

      1) NetRadiant can be made portable by simply adding a "settings" folder to the Root path
      2) There are a handful of config vars that GTK radiant does not possess. You will only find these if you look in local.prefs. These config vars primarily revolve around the build menu (-that you are going to have a hard time configuring to properly work)

      Google "Become a Quake Modder" and click it. In the first post is a list of links. Click the one regarding Radiant build menu. I spent quite a while mastering that thing. In the first version of my tutorial (yes there are multiple versions of my tut), I go through the difference between Net and GTK prefs vars. By my last version, I explain it all in like 5 seconds (cause I finally had the words), but I omit any gtk/net differences.

      just in case you don't get this far:

      MAKE SURE you turn "build process monitoring" OFF (its in the settings/preferences menu). That's the very last thing I posted and it wasn't part of any of my tuts (cause I didn't know it's importance, due to mine already being off)

      ---

      more:

      google "Setting up and using radiant" - you may also see "Quake 1 Radiiant Tutorial" - both of these are the same author. The first will lead you here (quakeone) the second will lead you to the authors blog. golden_boy is a mapping beast and one hell of an artist - if his posts can't help you - NOBODY CAN.

      His tutorials apply equally to either radiant.
      Last edited by MadGypsy; 06-28-2013, 07:32 AM.
      http://www.nextgenquake.com

      Comment


      • #4
        @gypsy
        that thread from gb about setting up and using radiant is what i posted above

        also, these might be very usefull too:
        Quake 1 Radiant tutorial | spawnhost
        Radiant: Doors, Triggers and co. | spawnhost
        Rotating doors | spawnhost

        Compiling a Quake 1 map | spawnhost

        Q3bsp for Quake tutorial | spawnhost
        Radiant: Patch meshes (Curves) | spawnhost



        and yes, i totally agree, GB is a mapping mastermind!
        if there's anything you need to know, just ask him and he'll be able to tell you in great detail exactly how to do it or how exactly it works
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

        Comment


        • #5
          Glad to see someone get back into mapping!

          There are a few mappers at quakeone.com now, and there is a dedicated Quake 1 mapping forum at func_msgboard. The latter is a wee bit more on the old boys / veteran mapper side. If you ask something at func_, don't make a new thread for it, rather ask in their mapping help thread instead. There is also a mapping forum at inside3d, but not many people hang out there atm and the place is more on the modding end of the spectrum.

          The main Quake 1 level editors are probably Worldcraft and GTKradiant/Netradiant. There are others, such as Trenchbroom, a recent addition.

          You will have to try them all and see which one you like best. They are all different.

          Don't hesitate to ask if you need any help.

          May I advise to also read general level design / 3D art forums for additional inspiration. There is much knowledge to be gained from people who map for other games such as Source-based ones (the Source engine, after all, is based on Quake) and Quake 3/Doom3 (especially if you use Radiant, since those games do too):

          Mapcore

          Polycount

          World of Level Design

          Quake3world.com

          Katsbits

          Doom3world

          and finally, many game / level designers also have blogs that can be pretty interesting. Google around for those.

          Youtube also has good stuff about mapping and modelling.

          Have fun and ask if you need something.
          Scout's Journey
          Rune of Earth Magic

          Comment


          • #6
            I guess the coming back is on the go hehe with all tenors around showing up like that.

            But if it was me... I'd be just a little upset too (like so much to look for)... GL!

            Comment

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