map making

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map making

Post by Guest »

What do you all use to make maps? It seems a lot of them need a quake 3 installation, or do not produce bsp files which are compatible with irrlicht. Do any of you use other formats? If so, what do you use to make the maps, and for what reason.
afecelis
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Post by afecelis »

quake 3 bsps are used because they're very compatible with Irrlicht, also because they're easy to calculate collision on, but mosttly because they generate great lightmaps that get baked on the level's textures adding a nice sense of realism avoiding you all the hassle of mixing textures and stuff in order to get lightmaps with other formats.

but so far I've tried any 3d format as my level (3ds, obj and .x) and they all load ok. Each has it's pros and cons and weird behaviour regards to textures and stuff so the best thing would be to try each format on your own and see how they behave in the engine under different circumstances (lighting, texturing, fog, animation, etc). Only .X and md2 support animated models, but any of the others will do for level creation.

The good news is that there are plenty of new alternatives to get lightmapped levels in different formats than bsp. Check for Zdimitor's MY3d format (for 3dsmax),Jox's lmts loader, Murphy's octtools or Mohaps' CSM loader in these forums.
Dood

Post by Dood »

[/quote]...also because they're easy to calculate collision on...[quote]
Well , let's make it clear that's not the case with Irrlicht
afecelis
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Post by afecelis »

:oops:
Dood is right!!! Irrlicht's collision detector works on any model (level) or terrain.Although it's a basic type of collision. For any advanced collision stuff you'll require a physics engine.
Guest

Post by Guest »

I am aware of the file formats, pretty much, as they are in the features list, but what software do you use to make the maps? I tryed quark, but I couldn't get it to load the mesh from the bsp, and it also kept pleading for a quake 2 installation.
SwiftCoder
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Post by SwiftCoder »

This is a sore point.

By far the 'easiest' way to make maps is with a quake (or another game on quake engine, I think) installation, but check the numerous quake modding websites, incase there are some for download (probably windows only).

The second way would be to search SourceForge, I have forgotten the name, but there is an GPL'd quake map making program for GTK??, so it probably only runs on Linux or similar (The Mac port wasn't useable last time I checked, but that was a while ago).
cmoibenlepro
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Post by cmoibenlepro »

I couldn't get it to load the mesh from the bsp, and it also kept pleading for a quake 2 installation.
with quark:
You need to use the quake3 mode (in the 'game' menu)
Then don't touch this menu anymore and it won't ask you for quake folder (if you didn't installed it, like me)
For exporting to bsp, don't use the compile button.
Instead export your map to .map, and then compile it yourself with q3map2 (the quake3 compiler).
I suggest you to use: q3map2build


Also I suggest you to check those great video tuts on map making (by Afecelis), you won't regret it :wink:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=4484

Hope it helps!
afecelis
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Post by afecelis »

The second way would be to search SourceForge, I have forgotten the name, but there is an GPL'd quake map making program for GTK?
the only sourceforged quake3 map editor I know of is Quark.

it would be cool if you could find the other one!!! specially if it works in linux! :D
Guest

Post by Guest »

Is this what you mean:

http://www.qeradiant.com/
vermeer
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Post by vermeer »

qradiant and gtkradiant are non usable for comercial, but many don't care about it...I do.

For making the level geometry, I rather prefer a full modeller.Like Gmax, Max, Blender, Wings.

"Murphy's octtools"

and mim tools...for those having a 3d package or giles.U forgot to mention Mohaps (and is not as ur leaving comercial tools, as csm is ;) ) Giles loader from Mohaps, too.But I prefer again, mimtools, as I can easily strip my user info from the obj, I don't like my full name be output in the files, and seems its done in any giles output...in giles files i cant strip em like with objs.So i prefer the obj outup of giles, and then use mimtools.(the coder will have to load the level as MIM, but that's totally problem-free and no cost thing.Even more now that he made em all an windows like application instead of dos command line only.)

so, u model the geometry, generate the lightmap with maya, lw, max, (there's a way to bake radiosity to uv in blender but i cant recommend it as was not succesful baking it to uvs with a script.But certain guy seem to be able!..ina very complex workflow) , giles, deled, etc...export as obj (or convert to obj with lith,etc) ..use mim tools.

Already before appearing mimtools, I always though modelling tools are more advanced for mesh generation.I admit that some may find (I dont) those gtkradiant or quark...indeed, I think even Murphy loves gtk radiant and used it for years...


enough random chat from me,lol.

afe, check ur PMs once every five years, tío....XDDDDDD
Finally making games again!
http://www.konekogames.com
Electron
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Post by Electron »

I like gmax for large scenes. All it's splines and stuff make it superior to blender for level modelling (IMHO). I like Wings for small scenes but IMHO it is not good fo levels.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
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