Announcement

Collapse
No announcement yet.

Editors

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Editors

    Hey, my name is mayhem. Im new to this forum, but im not new to quake. Haven't played in a long time, just started playin it again recently.

    Im an experienced map editor, used to do alot of that for classic doom. Also did alot of monster designing, scripting the ai, commands, and custom making sprites. Id like to do the same things for this game, tryin to put doom to rest. If someone could tell me what the best tools are (at least for map editing) for this stuff, it would help me alot.

    Thanks.

  • #2
    For map making, there is a tool called Worldcraft. Google it or wait for someone to post the link to it here, because I forgot... sorry.

    Comment


    • #3
      There are quite a few Quake map editors available, and each have their own strengths and weaknesses. The most popular are:

      GtkRadiant http://www.qeradiant.com/cgi-bin/trac.cgi

      Quark http://quark.planetquake.gamespy.com/

      Worldcraft (the editor I use)
      http://hosted.planetquake.gamespy.co...ft/index2.shtm (info on version 1.6)
      download version 1.6 http://www.quaketerminus.com/tools/wc16.zip

      http://www.voodoofiles.com/4337 (version 3.3. In order to use 3.3 for Quake style maps, you will have to install the Quake adapter which can be found here: http://www.quakeone.com/qadapter/)

      BSP editor http://www.bspquakeeditor.com/

      Try them out and see which one suits you best.

      Comment


      • #4
        @ joao: thx anyway.
        @ orl: thx for the links. i haven't tried any of them eyet, but i will try em all at some point.

        What would be the patch i need to play the most updated version of quake? For the multiplayer, not sure how it works, guessing there are required programs to i need to play on servers. Lastly, what program is necessary to build entitys from scratch? By entity, im referring more specifically to monsters and bosses. Probably will need some sort of polygon editor for that.

        Again, any help on this would be great.

        Comment


        • #5
          For building models from scratch, the recommended tool to use is QME, which can be found right in the download section: http://www.quakeone.com/index.php?in...ile&file_id=46

          As for playing Quake online and which engine to use, well you will get many different opinions on that one. There are a lot of engines out there. The most common ones are ProQuake, Darkplaces, Qrack and FitzQuake. Info and download links for them are on the main page.

          Comment


          • #6
            Originally posted by ORL View Post
            For building models from scratch, the recommended tool to use is QME, which can be found right in the download section: http://www.quakeone.com/index.php?in...ile&file_id=46
            Doubt QME will work very well for making new models, you'll probably need to use something like 3dsmax or maya, as for converting models to Quake format when you're done, good luck with that

            Comment


            • #7
              Originally posted by RocketGuy View Post
              Doubt QME will work very well for making new models, you'll probably need to use something like 3dsmax or maya, as for converting models to Quake format when you're done, good luck with that
              Well, I have never done any Quake 1 modeling, but I have always heard QME was the best choice. There may be other model editors out there specifically for Quake, but QME is the only one I know of.

              Comment


              • #8
                To all of you who replied to this thread, thank you.

                I'll worry about model editing later, sounds like there isn't anyone who makes monsters for quake. While on the topic though, is there a script editor to customize different behaviors for monsters? Certainly there's an editor in which polygons can be made and have textures placed on them, but i doubt that same editor would allow the user to write scripts for those polygons. In other words, i could make a shambler in the model editor, but it is not likely that the same editor would allow any sort of scripting. Not sure how models or monsters could be made otherwise.

                When making a map, does an additional shortcut to quake have to made? only askin cuz thats what would have to b done for doom maps. If not, how would you test the maps currently under construction?

                Comment


                • #9
                  Even if you don't find you like this the best, I would recommend you try this first just because it comes with everything broken in (all the tools, textures and such).

                  http://www.quakeone.com/qadapter

                  The reason is, you can open the provided sample map and then click the build button and you'll see how Quake mapping works, it will start Quake and load the map.

                  Then you can try some other editors to see if you like them and make your choice.

                  As far as custom monsters go, unless you are just reskinning an existing model, that requires a lot more effort and you would not only need to use a model editor such as QME, but also use QuakeC (http://www.inside3d.com <-- best QuakeC site).

                  You can find a lot of resources at http://www.quakeone.com/navigator ; click the developer tab and it has links to a lot of different tools and sites.
                  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 ...

                  Comment


                  • #10
                    @ Baker: Thanks.

                    Perhaps this is an obvious question, but can you have music implemented into a wad? Say I made a level in quake and wanted it to have its own music, is that possible?

                    Monster Movement. Not sure if there is any editor for that.

                    Comment


                    • #11
                      Monster scripting is done in quakec (start with quakesrc), but it's not something you can jump into easily... Mapping is easier to understand at first, I'd say.

                      The music was originally a cd track designated by the worldspawn entity. (Put a .sounds field on worldspawn and have the corresponding value be the track number.) Wad files can't hold music, but I've seen some engines have the ability to play .mod files (the Nehahra add-on does this). All engines can play .wav files (because normal sounds are wavs), so if you can convert something to .wav, you can play it. Though, to have a player hear the music either way, it's again done through quakec.

                      Comment


                      • #12
                        @ Zop: Info is appreciated. Thanks.

                        Interesting, so it can be done, but I have to use a certain format for converting sounds or music into, correct me if im wrong. Is there any site or wiki of any sort which might list some useful commands for scripting monster ai? I know scripting is not easy at first, ive done this countless times with doom. Although, the more i learn, the better the entities wil be.

                        World Craft; i have set up world craft ver 3.3 for use, even though that was mostly taken care of by the quake adapter installation along with it. the prgram wil not allow me to run any map, including the only one listed in there as test1. I have solved alot of the errors which kept coming up when trying to run a level through world craft, however it has now come to the point where it is saying that it was not able to load a gfx.wad. Not usre if this wad is required to run that specific level, or if it is required to run any level in quake from world craft.
                        Last edited by Mayhem; 09-21-2007, 07:29 PM.

                        Comment


                        • #13
                          Well, first you should learn how to compile the source .qc files into a progs.dat file that Quake uses (check out the website I linked). Then, you can edit the .qc files (such as zombie.qc). In this file you'll see things like this (probably with a lot more spacing, though)

                          void () zombie_atta10 = [ 61, zombie_atta11 ] {ai_face ();};
                          void () zombie_atta11 = [ 62, zombie_atta12 ] {ai_face ();};
                          void () zombie_atta12 = [ 63, zombie_atta13 ] {ai_face ();};
                          void () zombie_atta13 = [ 64, zombie_run1 ] {ai_face (); ZombieFireGrenade ('-10 -22 30');};

                          Basically, each "void" has a name, frame number, next frame name, and then commands for that frame (in that order). Frame numbers may also be $names. The time of each frame is one-tenth of a second. If you put "ZombieFireGrenade ('-10 -22 30');" into another "void", the zombie will throw an extra gib.

                          If this seems like a lot, I won't blame you! Additionally, the code that makes monsters hunt down a player around corners and walls isn't editable this way. Though, that leaves a lot to change. Have fun!

                          Comment


                          • #14
                            You might want to stop assuming too much you know from Doom. For example Quake levels are called BSPs, not WADs. Quake does use the wad file format (wad2 to be exact) but for different things.

                            You should relearn things from the ground up.

                            To make a Quake map (.bsp file), you need:

                            - an editor like BSP or Radiant. The map is saved as a .map file.

                            - a set of compilers: QBSP, VIS and LIGHT. These produce a .bsp file.

                            Using Windows? Try these.

                            That .bsp file can then be loaded in a Quake engine.

                            You will also need textures for your map. You can get the Quake textures
                            here.

                            Monster AI is coded in Quake C, which is a C dialect, not "scripted".

                            QME is an old model editor for Quake, it's good enough for modifying things, but not for making new models. Find someone who makes models and ask them what they use.

                            Your error about gfx.wad means that your Quake engine can't find the game data. gfx.wad is NOT some Quake level, it contains some graphics the engine needs like numbers etc. Again, .wads are used in Quake but they are NOT (never) levels.

                            Running levels directly from an editor will not work; the level needs to be compiled before a Quake engine will run it. Some editors will help you to automate this, though it is better to do it by hand.

                            You need to slow down and do one thing after the other. It's not going to be that easy.
                            Last edited by golden_boy; 09-26-2007, 07:01 PM.
                            Scout's Journey
                            Rune of Earth Magic

                            Comment

                            Working...
                            X