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Location files (.loc) in qw and Quake 1

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  • Location files (.loc) in qw and Quake 1

    I'm working on a map and I'd like to release all the files needed with it once it's done so I looked into creating .loc files. Did this before for other games but I got a bit confused for q1/qw cause there seem to be different formats around so...

    1) Is there a standard format that all modern/common clients read? Or if not, which formats should I supply?
    2) Could you link me to a proper tutorial on howto create those?
    3) Is there a difference between q1 and qw .loc files?
    4) Which other files should I add? I already created a radar image of the map using bsp2bmp (though I'm not sure yet where to put it) as well as the .lit and .dlit files using the hmap2 compiler.

    Thanks,
    dfsp*spirit
    my FPS maps

  • #2
    Originally posted by dfsp_spirit View Post
    I'm working on a map and I'd like to release all the files needed with it once it's done so I looked into creating .loc files. Did this before for other games but I got a bit confused for q1/qw cause there seem to be different formats around so...

    1) Is there a standard format that all modern/common clients read? Or if not, which formats should I supply?
    2) Could you link me to a proper tutorial on howto create those?
    3) Is there a difference between q1 and qw .loc files?
    4) Which other files should I add? I already created a radar image of the map using bsp2bmp (though I'm not sure yet where to put it) as well as the .lit and .dlit files using the hmap2 compiler.

    Thanks,
    Unfortunately there are 2 standards for loc files:

    1. The Quakeworld way (ezQuake, FTEQW, ZQuake, DarkPlaces)
    2. The ProQuake way (ProQuake, Qrack, DarkPlaces)

    There are about 160 loc files for Quakeworld, about 120 for the "ProQuake way".

    The ProQuake way is harder to make, but far more accurate about your actual location (a series of 3d "boxes" defines where you are), the Quakeworld way is easier to make (a series of points, closest point matches).

    Personally, I'd opt for the Quakeworld way as a priority because it is easier to get the Quakeworld community to play a custom map (the NQ community is more set on long-time favorite maps).
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      actually.. as far as custom maps are concerned.. i think its more like:
      USA-community: dm3, dm3, dm3, dm3, dm3 .. and last but not least: DMF*CK'N3!!!
      rest of world: lots of custom maps..
      Last edited by =peg=; 10-18-2009, 09:45 PM.

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      • #4
        Ok, thanks for the info.

        Both Q3 and Q2 use the 'nearest-point'-way and it works pretty good imo.

        I remember seeing a tutorial on howto make proQuake waypoints by Baker around here somewhere but the process seemed very annoying (it involved writing down coordinates and like 10 steps. In r1q2 you just go somewhere in-game and /addloc <name>). I may do that someday when I'm bored but it's good to hear that the qw way is more important.

        Final question on this:
        I already had a look at darkplaces and there are the locs_* commands, but the locs_add command needs x y z coordinates, not only the name of the waypoint. How do you get those in-game?
        Guess there's some console command to show them. I could get them from GtkRadiant by opening the .map file of course but that can hardly be the way you're supposed to do it...
        dfsp*spirit
        my FPS maps

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        • #5
          copied from this thread: http://quakeone.com/forums/quake-tal...iles-maps.html

          Originally posted by R00k
          You can use Qrack to make your own locs.

          Load up any map, and use noclip. Then to make a location u must define a location box. To do this move your POV to upper north west corner of your area, and type loc_startpoint and it will mark your current position, then move your POV to the bottom south east corner of your area and type loc_endpoint location where 'location' is the name YOU specify for that given area.
          Also for fun type r_drawlocs 1 to display a grid of the current Location
          and/or
          show_locname 1 will display the name of the current area you are standing in.
          this displays the name of each location, on the HUD, as you are playing.

          and of course loc_save will save to /id1/locs/mapname.loc

          if in all type loc_ and press tab to see other location commands
          Last edited by =peg=; 10-18-2009, 09:52 PM. Reason: added links

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          • #6
            Thanks!

            EDIT: Done, I made both qw and proQuake waypoints. I used qrack (see above) to make the NQ waypoints and a tutorial on howto make QW waypoints using ezQuake can be found at quakeworld.nu.

            Making the proQuake locs is easier than expected if you use Qrack to make them.
            Last edited by dfsp_spirit; 09-28-2010, 02:42 PM. Reason: added link to Quakeworld loc file tutorial
            dfsp*spirit
            my FPS maps

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            • #7
              Could somebody please elaborate on why the .loc format was not designed to be readable by COM_Parse? This is not funny.
              IT LIVES! http://directq.blogspot.com/

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