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Go Back Home > Forums > Quake Help > Servers and Coding > Half-Life BSP In q1 Search Forums

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Old 11-13-2008, 03:27 PM   #41 (permalink)
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oh its less buggy in some aspects the latest version you can see the models in the editor making it easyier for sprite and model placement. worldcraft also makes some of the brush lines black making it hard to see what your doing in the 2D wireframe views. plus probably a buncha other things.
Old 11-13-2008, 06:39 PM   #42 (permalink)
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You can use Hammer to make Quake maps [setting the eula issue aside], it's just that you'd be doing everything manually. Thread: http://www.celephais.net/board/view_thread.php?id=47175

The main reason I made the Qadapter for Worldcraft 3.3, is that Worldcraft 1.6 is/was a popular map editor but lacked texture rotation and OpenGL acceleration so rotating an object would always mess up texture alignment and the worldview was slow to update.

As it is, in some ways Worldcraft 1.6 is a better editor for Quake maps, but the Qadapter tries to minimize the differences.

The Qadapter was made so Worldcraft 3.3 could be used pain-free, and it does that very well because it sets up everything so it is ready to go. If you wanted to try Hammer you could read that thread and find out all the challenges and pitfalls. It's mostly that you would be manually converting the textures using Qconverge (rather than this occurring automatically upon start) and you'd have to setup the compile settings yourself rather than it being done automatically.
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Old 11-13-2008, 08:45 PM   #43 (permalink)
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I use Valve Hammer Editor v.3.5 for Quake maps with txqbsp compiler by Bengt Jurdrup. It can read wad3 files correctly (but texture pallete must be a quake) and compile map version 220 to qbsp. Also, VHE correctly read old quake maps. My rdm6 was made in this way.
Old 11-13-2008, 08:53 PM   #44 (permalink)
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Originally Posted by Scrama View Post
I use Valve Hammer Editor v.3.5 for Quake maps with txqbsp compiler by Bengt Jurdrup. It can read wad3 files correctly (but texture pallete must be a quake) and compile map version 220 to qbsp. Also, VHE correctly read old quake maps. My rdm6 was made in this way.
Was that made from the Quake map source release I assume?

If so, how did you overcome how Worldcraft 3.3/Hammer usually gets the textures aligned all wrong when you load a standard .map instead of Quake 220 .map file?

Just wondering if you know a solution to that problem.
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Old 11-13-2008, 10:58 PM   #45 (permalink)
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I was digging thru my 15 gig /Quake folder and I found a project called hlquake or something like that. I'll haveto look thru the code to see how complete it is.
Old 11-13-2008, 11:09 PM   #46 (permalink)
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how did you overcome how Worldcraft 3.3/Hammer usually gets the textures aligned all wrong when you load a standard .map instead of Quake 220 .map file?
I don't find any alignment errors when load a standart quake map with surface format like
(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture x-shift y-shift angle x-scale y-scale
to VHE, it always correctly convert it to
(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture [x-texvector x-shift] [y-texvector y-shift] angle x-scale y-scale
of map220, but when you try backward convertation you loose your alignments.
I can upload my small util that convert map220 to the standart quake and quake3 maps, just i need to translate UI from russian to english )
Old 11-13-2008, 11:11 PM   #47 (permalink)
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Originally Posted by Scrama View Post
I don't find any alignment errors when load a standart quake map with surface format like
(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture x-shift y-shift angle x-scale y-scale
to VHE, it always correctly convert it to
(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture [x-texvector x-shift] [y-texvector y-shift] angle x-scale y-scale
of map220, but when you try backward convertation you loose your alignments.
I can upload my small util that convert map220 to the standart quake and quake3 maps, just i need to translate UI from russian to english )
Yes! That would be killer!

Please upload. :d:d:d:d:d

This too great. Hey, I'll take it without translation just to try it out.

convert map220 to the standart quake
Can it do the opposite I hope? Quake .map ---> .map 220

I'd like to compile a Quake map like E1M1 into Half-Life format and try it in a Half-Life map supporting Quake engine.

Add:

This is what kind of problem I run into if I load, say, id Software's e1m1.map into Worldcraft 3.3 ... not all the textures are aligned properly.



See how the door texture, for instance, isn't aligned properly.
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Last edited by Baker; 11-13-2008 at 11:36 PM..
Old 11-13-2008, 11:56 PM   #48 (permalink)
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>> hat would be killer!
but it still loose texture alignment info (
>> Can it do the opposite I hope? Quake .map ---> .map 220
it easy to do

E1M1.map, VHE 3.5

All right =)
ru_version of HLQ here http://scrama.3dn.ru/load/0-0-0-24-20 // tel me about download speed

convert 220 -> q1
Old 11-14-2008, 12:13 AM   #49 (permalink)
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Thanks!

Download speed was fine.

Yeah looks like I don't have the Russian character page for Windows so I'll have to use your translation for sure.





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Old 11-14-2008, 12:21 AM   #50 (permalink)
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looks funny ) like jupanese or chinese interfaces
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