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  • NetRadiant questions

    Hey guys. I have 2 questions about Q1 mapping. First - how to compile map in radiant? And second - is there a sky\sun-light entity in Quake?

    In Half-Life there are two light entity - for sun-lightning and for lamps etc. What's about Quake?

    I hope you understand my awful english

  • #2
    In QuArk if i click on 'worldspawn' it gives me options for 'light', '_sunlight' and '_sun_mangle'. There should be similar options in Radiant; you should get in contact with GoldenBoy as he is an avid Radiant user and has even written tutorials for Radiant. As for compilation of a map you should use wvis (multiple-threaded vis tool) and the light and Qbsp executables located on the homepage of Bengt Jardrup.

    -hope this helps :}
    Last edited by metchsteekle; 03-08-2011, 09:23 AM. Reason: tired to make it moar helpful.... i hope

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    • #3
      Thanks for the links. But one more question: how to use these compilators? I downloaded WVis, Light and Qbsp and what now?

      Comment


      • #4
        The build tools are command line utilities (the command line is the thing you see when you click Start -> Run Command under Windows and then enter cmd) so you have to run them from the the command line manually or use a shell script that does this for you. The exact syntax depends on the tools you use.

        My compile scripts are here, feel free to use them. They support bj's tools, hmap2 by lordhavoc and something else I can't remember atm. Once you've set this up (by adapting the paths to your tools in the script, just edit it with notepad), you can compile the map by double-clicking the shell script.

        Maybe someone has even written a frontend but I'm not sure.

        NetRadiant is not a compiler but it provides a (rather simple) frontend to the compilers in the Build menu. If you want to use special programs or settings you also have to edit its config files to adapt the paths to them of course. The file you need to edit in that case is <netradiant>/q1.game/default_build_menu.xml I think.
        dfsp*spirit
        my FPS maps

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        • #5
          two options.

          1. Use the console / DOS prompt.

          Put the tools in the same directory as your .map file; then run, in this order:

          tree/txqbsp.exe mymap.map (this should output a .bsp file)

          wvis.exe mymap.bsp (this does the visibility calculations)

          light.exe mymap.bsp (does the lightmaps)

          2. Modify the Radiant tools/compile menu - I never used this so can't give advice.

          3. Use necros' graphical compiling frontend:

          ne_q1spCompilingGui The Shores of Nis

          Please make sure your map has a "wad" defined in the worldspawn, so the compiler can find your textures! You can just click on a wall in Radiant and open the entity window (n, I believe) to see the worldspawn entity. It needs a key called "wad" with a value of "path\to\mytextures.wad".

          You have to set the sunlight values manually in Radiant, again in the worldspawn entity. Like metch said, _sunlight is the brightness (with Jardrup's light tool at least). Read the Light tool documentation for other possible keys.

          I myself use option 1. Actually I have a script (aka batch script) to run that stuff for me. Several, actually.

          You can also set fog and skybox in worldspawn like this.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            Really helpful information, thanks
            They support bj's tools, hmap2 by lordhavoc and something else I can't remember atm
            So what's the better to use?

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            • #7
              In QuArK there is a configuration page where you can put all the exe's paths into it and command line arguments for them to use and it will compile the map using them when you hit the compile button. I'm not sure if Radiant has one of these configuration set up pages. If not you will need to use a .bat file to run the programs on the maps, I do not know what the commands are to use this way or how to set up the .bat file, but perhaps one of the many mappers at the Func_msgboard will know and help, be sure to post your question in the mapping help thread.

              -best wishes

              edit: Oh wow I didn't see those other posts :S, never mind this post then heh.
              Last edited by metchsteekle; 03-08-2011, 11:31 AM.

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              • #8
                Generally, Jardrup's are used more I think.

                I have used both, but hmap2 is really finicky about a number of things. Meaning it allows a lot less margin for "lazy mapping" and it might shut down on you at critical moments.

                However, hmap2 is the only compiler atm that supports real rotating bmodels properly, as far as I know (rmq rotation / Baker's rotation testmod).

                Use Jardrup's if you don't require anything special and just want to get your maps out.

                mh has made a version of Jardrup's Light tool that supports coloured lighting, btw.
                Scout's Journey
                Rune of Earth Magic

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                • #9
                  Thanks all of you
                  mh has made a version of Jardrup's Light tool that supports coloured lighting, btw
                  Can i get a download link?

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                  • #10
                    http://www.quaketastic.com/upload/fi...ColouredR2.zip

                    from

                    mhquake

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                    • #11
                      Nice! Also, can i delete all this .C and .H files, all except .exe files?

                      PS: English internets way better than russian

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                      • #12
                        Yes you can delete those files, they're just source files.

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                        • #13
                          Just running this won't be enough to give you coloured light in your maps. You'll need to set a "color" key on all of your light entities and set values manually, like so:
                          Code:
                          "color" "255 255 255"
                          3 numbers, first is red, second green, third blue. Scale can be an integer from 0 to 255 or floating point from 0 to 1, whichever you feel most comfortable with.

                          Beware that Quake lighting is nothing like what you might be used to from Half Life. No radiosity, only light entities cast light. In some ways it's simpler, in other ways it's more difficult to get things looking good.
                          IT LIVES! http://directq.blogspot.com/

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                          • #14
                            Just running this won't be enough to give you coloured light in your maps
                            I'm not so stupid

                            One more question: why does my Radiant not open .map files, i created in Worldcraft\Hammer?

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                            • #15
                              Because that version of Worldcraft/Hammer uses Valve 440 map format, which is incompatible with the normal Quake format. Hammer is a Half-Life editor, after all.

                              This is one reason why the Worldcraft Quake Adapter, no offense, is problematic. Valve 440 needs to die.

                              You'll have to find a tool to convert it. I believe Scrama once wrote one, Baker might have as well.

                              Or you can try loading it in Radiant in Half-Life mode somehow.
                              Scout's Journey
                              Rune of Earth Magic

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