Download the latest version of compiling tools for your OS from this link: utils
Then download a GUI for it from this link: https://shoresofnis.wordpress.com/ut...pcompilinggui/
There should be readmes with both, but what you do is point the GUI to the compiling .exe files from the first link, then point it to you map location and put in an output location. Its all very straight forward and the GUI is easy to use.
Note: Make sure that you do not have anything either of these two downloads placed in a folder with a space in the name, such as 'Program Files', and do no have you make that you wish to compile in a folder with a space in the name.
Note: If your map has a leak in it, this compiler set up SHOULD write a pointfile to the output location of your map. Depending on you map editor, you can load that pointfile up and see where the leak is. If you need help with that, all I can do is tell you how I solved leaks in Trenchbroom, the editor that I use.
Not sure if I explained this very well, but if you have any issues just reply and I'll try to help.
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Making a Quake Map 101
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This is a sticky topic.
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Anyone have Quake 1 support configured for GtkRadiant 1.6.4? I'm on Linux, btw.
It seems like the directory structure might be different, and the old installation methods that I find aren't working for me.
No matter what I do, I get this error:
Edit: Okay. The Quake 2 synapse.config seems to work, just not the one for Quake 1. So the "No such file" error is bogus or I'm not understanding something. They seem to have updated config file formats. They may have also dropped support for Quake 1.Code:Synapse server initialization failed (see console) errno: No such file or directory.
Edit2: Heh. If I change mapq2 to mapq1 (in synapse.config), I get that "file not found" error. Otherwise it loads.
Edit3: Nevermind. It's not supported, unless you want to get version 1.5. Off to netradiant I go.Last edited by gulliver-trans; 09-21-2016, 09:57 AM.
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Some people might think that this is boring. But then again, some people might think that this idea is crazy... Picture this: a Quake mod that uses Quake 3's maps. Obviously, you would have many Ranger models from the Original Quake. But this time, they would be running, jumping, and fragging each other on Bouncy Map and The Longest Yard. (I love Space Maps... I love the bone-chilling effects.) I don't think that the idea is cool; I think that it's super-cool. (But what do you think?)
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RL Clown, it depends what bits of data you are talking about.
If while in the editor making the map u accidentally selected multiple walls then delete, you can usually use ctrl-z to undo your last action. If you happened to delete the map file itself look in your trashcan-folder.
it is best to save multiple intervals of accomplishment. And at stages where you wish to make a decision, 'save as', prior. That way if you dont like that decision you can go back to the fork and proceed the other idea.
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There is nothing to delete. You have 1 file to work with, the map. I doubt you are going to go into your map folder (which isn't even in your editor directories), search for your exact map and delete it. That's not really something yu can do by accident unless you are like a meth head or something.
"Oh there is my map file {right click / delete...are you sure you want to delete file...clicks, yes, goes to recycle bin and clicks empty, are you sure you want to empty the recycle bin?...clicks yes} Awwwww crap, why did I do that? That was my map!"
lol, wtf?
edit: sorry I forgot to answer your actual question
How will I restore the data? You will just grab one of the multiple backed up copies that you have stored over various different data storage units or you could just open yourmap.autosave.map or you could just not delete it in the first place. Another good idea is to never save anything to the same drive your operating system is on. What if your autosave was on "C:/" and C crashes 5 seconds later (for whatever reason). Save to the slave and back-up your work as soon as you are done for the day (at least).
I use sites like these to form even more copies. Share your work, completed or not and include the source files. It's like a sneaky way to back up your work on other peoples computers.Last edited by MadGypsy; 08-27-2013, 12:00 AM.
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I have a serious question (although you might find this amusing, to a degree). I apologize for my poor computer terminology. I'm still a newbie when it comes to PC usage. While you were programming, did you ever delete something important?
When I was trying to create a Quake Map, I foolishly deleted some important bits of data. How will I restore the data? (Well, actually, that did not happen to me. BUT I fear that it will happen to me! Nobody's perfect.) If you could answer my question, I would really appreciate it.
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If you want great advice on mapping:Originally posted by damage_inc View PostOne more, directory structure... so far I remember
Quake/
------id1/maps
---------/progs
---------/sound
---------/textures
Are those it?
This thread (no registration is required) is really where to ask:
Func_Msgboard: Mapping Help
At least 50 experienced Q1 mappers using all kinds of editors and experts in them all, every bizarre little setting, etc.
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One more, directory structure... so far I remember
Quake/
------id1/maps
---------/progs
---------/sound
---------/textures
Are those it?
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Ok, I wanna map some... yeah, like you haven't heard that ten thousand times!!!
I had an idea as a "test/showcase your mod" feature map(s) and well, it will help me learn again some tools before I'd make a map proper.
This thread is pretty old but basically still relevant but I would like to ask tools advice, for this day and age.
I have Worldcraft 3.3 with Quake Adapter setup, R00k posted a link to BSP which I downloaded, installed and ran. They're both loaded on Win7.
I use to use QERAdiant way back when... so on 'nix I installed "GtkRadiant-1.6-Linux-x86_64-20121007" which I have no clue how to make work with Quake(1).
It complicates it a little dual booting but I'm trying to break off of Windows as I don't like the direction they're heading in now. Walled gardens and all
Plus PinguyOS is just the shIZnit man.
Now, beyond editors, what are the most recommended/compatible light, vis, and bsp tools to use?
I know these things have been asked a ton but man, there's alot of info and tools and VERSIONS out there.
So, without asking anyone to spend a ton of time holding my hand, as I have a grasp partially, just give me a quick and dirty lowdown of the tool sets you like, and maybe how to set those up if need be(special instructs).
Thanks in advance,
- damage_inc
P.S.
Keep in mind these maps won't be designed with to much in the way of super duper special effects, just some nice architecture, basic lighting and stuff.
Colored too, myabe. I've used the MHcolour exe but don't know what's required editing wise or if it just works with all maps.
I played Arcane(AWESOME map), and then "colored" it and played again.
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