more options to compile q3 bsps without q3

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afecelis
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more options to compile q3 bsps without q3

Post by afecelis »

Ok guys, this is the latest tutorial I've written. It came out of Nemesis' need of creating maps with Quark and compiling them without having quake3 installed.

It's very basic-newbie but you may take the results further. It also helps out with the creation of the pk3 file. It's called "the quick and dirty guide for q3map2build with quark".

the file includes the tutorial in pdf, q3map2build (frontend to compile q3 maps) and the sources required to get it up and running in Irrlicht.

It's like a little sister of my Gmax tutorials to create Quake3maps, only that using Quark we got the texturing options we were missing in Gmax :D

http://www.danielpatton.com/afecelis/src/Quake3.zip
afecelis
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Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
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Post by afecelis »

ok guys, I just found many many things to improve and correct in the tutorial but believe me it was all due to the fact I was writing it pretty fast. I'll start correcting it with time and upload the newer versions on the same link.

I also found the latest release page for quark. Grab latest versions here:
http://quark.sourceforge.net/cgi-bin/mo ... estRelease

And I also know someone will ask: "why use q3map2build to compile the maps if you can set Quark up to use q3map2 directly?". Well basically because ppl wanted to use the frontend and were having problems compiling from Quark so they asked for a tut on this. It seems like the frontend way is pretty straight so things get simpler; just create your stuff in quark, add textures and lights, save as .map and then use Q3map2build to get your bsp ready for Irrlicht.

Quark is a very complete level editor with lots of possibilities. The only thing I don't like is the jerkiness and blinking lines of the views when you pan them, but besides that it's one of the most powerful editors out there, and free!! :D

EDITED: I found another good reason to use the frontend; you can have open maps (leaked) like on the roof (to display a skybox loaded in Irrlicht) and they'll still compile into a bsp file whereas compiling from quark will stop on the leak error and no bsp will be created.
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