tut: making maps (hammer etc, without q3)

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corban
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tut: making maps (hammer etc, without q3)

Post by corban »

hi there,

i wrote a small tutorial on how to make maps for irrlicht with hammer/quark/whatever without the need of quake 3 and id's compile tools:

bsp tutorial

cu,
corban
cmoibenlepro
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Post by cmoibenlepro »

Nice! :D
I didn't know it was possible to use hammer with irrlicht. Thanks! :)

Also, I never made a map myself so what is a wad file? You can't use the jpeg pictures for textures directly?

Really good tutorial, thanks again! 8)
corban
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Post by corban »

cmoibenlepro wrote: Also, I never made a map myself so what is a wad file? You can't use the jpeg pictures for textures directly?
of course you can use the images directly. but every editor i came across reads them from wad files. a wad file is just some kinda archive for textures. and most textures you'll find on the web (for level making) are in this format.

cu
Guest

Post by Guest »

Can Maps be made with 3D Studio Max, and then with the tools be converted for the engine?
corban
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Post by corban »

Anonymous wrote:Can Maps be made with 3D Studio Max, and then with the tools be converted for the engine?
afaik irrlicht comes with a 3ds importer, rtfm ;)

cu,
corban
cmoibenlepro
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Post by cmoibenlepro »

I want to create my own textures... The problem is that my textures are not in 256 colors... I want to use at least 16bits (or even 32bits) colors because 8bit pictures are often ugly, have palette, etc.
Also Irrlicht support textures with more than 256 colors, so why should I limit to this? (I'm not using the old half-life engine...)

I checked the Wally program you recommanded to use in your tutorial and they say that it works only in 256 colors (8Bit)...

Which program should I use to have more colors?

Or can I use a 8bit version of my texture in the wad file made with Wally to create my map, then copy manually the other versions of my textures with more colors, jpeg fomat and exactly the same names in the work/baseq3/textures (instead than using Package>Export Selected in wally) ?? :?:

Do you think my idea will work? :?:
corban
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Post by corban »

cmoibenlepro wrote: Or can I use a 8bit version of my texture in the wad file made with Wally to create my map, then copy manually the other versions of my textures with more colors, jpeg fomat and exactly the same names in the work/baseq3/textures (instead than using Package>Export Selected in wally) ?? :?:
Do you think my idea will work? :?:
yes, this works.
cmoibenlepro (not log in)

Post by cmoibenlepro (not log in) »

Thanks!

(you should add this information to your tutorial... :wink: )
cmoibenlepro
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Post by cmoibenlepro »

New questions:
I never used the quake 1 entities... But I found good tutorials about making half-life maps with hammer, so I wanted to know if I can do the same things with hammer using your tutorial before I start...

1) Can I create sky with the texture sky? (or is it only for half-life?)
2) in quake1 what is the equivalent of the half-life's light_environment entity? so the sunlight coming from the sky can light my map (or can I use only point light as you used in your tutorial?)
3) what is possible to do with quake1 entities?
4) does hammer is really better for making maps than Quark (because quark support quake3 entities...)

anyway, thanks for your good tutorial :D
I will try to work with this. :wink:
afecelis
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Post by afecelis »

I wrote a tutorial on how to use 3dsmax or Gmax to create level maps and then get them running into Ca3de, but it works for Q3 and Irrlicht as well.

get it here:

http://www.ca3d-engine.de/Downloads/Tut ... AndGLB.pdf
Image
cmoibenlepro
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Post by cmoibenlepro »

thanks I already read it :D
But if I make a quake3 map to use it in Irrlicht, i would like to know what to do to have a "sky" texture where come the sunlight when I compile it with q3map2 (like you did with the sky texture in the ca3de tutorial, but this time for Irrlicht...)

I'm confused... :oops:

EDIT: my problem is a more specific question... so I will post it on the Beginner Help forum (so it will be at the right place)
Guest

Re: tut: making maps (hammer etc, without q3)

Post by Guest »

corban wrote:hi there,

i wrote a small tutorial on how to make maps for irrlicht with hammer/quark/whatever without the need of quake 3 and id's compile tools:

bsp tutorial

cu,
corban

err... in your tut you use the q3map2 tool..but this is based on id´s compile tools..its the same legal issue then as with any other q3 compilers: not for commercial use...you should have done a bit mre research before writing this^^
vermeer
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Post by vermeer »

you too :p

Is mentioned loads of times in these forums (do searchs ;) )
the path was already stated...quark+the only one quake 3 free compiler. Or GETIC. or using quark and hl bsps, using the zhltools configured with quark.

That is TOTALLY free path.

some links here, but I'd recommend u make a sarch in the forums... ;)
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=2963


the free q3 map compiler...not ended yet, but I think is already functional.
http://map3bspc.sourceforge.net
Finally making games again!
http://www.konekogames.com
nitroman

Post by nitroman »

map3bspc works but there is no lightmaps. (so it's useless...)
Guest

Post by Guest »

That link doesn't seem to work, has anyone else had a problem with it? If so, can I have a link that works, as the tutorial sounds interesting.
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