Need Mapping specs

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Need Mapping specs

Postby Rct. Tsoul » Fri Apr 23, 2010 2:12 am

Of course I would like to know the entities for your mod and how to map for it, will I need your sdk, or can I just build the base in Quake3 and will need to wait for your entities and compile later, the link below will show you some of my Quake3 work....
http://www.youtube.com/watch?v=vrMyCAbt ... r_embedded
or download Quake3 map
http://www.mediafire.com/file/dmciemfzt ... sctf10.pk3
Rct. Tsoul
 
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Re: Need Mapping specs

Postby Damien » Fri Apr 23, 2010 7:16 pm

Hello there.

...can I just build the base in Quake3 and will need to wait for your entities and compile later
Yes but instead of Quake3's, use the XReal engine, use it's subversion repository to obtain it along with Xreal Radiant.

Repository link and info here
XRadiant is closest to 1.5 version of the "official" GTK one.

The maps are in Doom3/Quake4 rather than Quake3 format. That means that Q3 maps need to be converted to the newer format to be used. Here's the detailed info written by sxy:
The main difference (In mapping) is that you need to convert your maps in doom3 or quake4 file format (map file format!).
And, that xreal doesn't use q3arena style shaders, but instead id4 tech materials (very similar to shaders, but a bit different).
If you are using GtkRadiant 1.4 transforming the map is piece of cake (unfortunately, if you use 1.5 like me, then you have to realign all the textures or fu*k with gtkradiant 1.4) Take note, that first process is optional, it is necessary only for preserving the original texture alignment and scale - eg. you don't need it if you want to convert only the bare brushwork.

The transformation process:

1.) Load gtkradiant 1.4 (it is important, that all of the textures used on the map are loaded! - eg. no shader image missing warnings!)
2.) GoTo: File>Project Settings>Misc Settings - Use brush primitives in MAP files (check box has to be checked )
3.) Click OK, then Reload the radiant(1.4)
4.) Backup your original MAP file!!!! - just in case!
5.) load your MAP file (only if you have a backup copy!) into radiant(1.4! not 1.5!)
6.) Radiant will ask you if you want to convert the map, choose Convert
7.) save the map.

Then convert your "transformed" map into doom3 file format:
Using Q3toD3 http://www.quake.de/q3tod3/ (set "path to doom3" to xreals path and q3 path to ET path)
Or using Xmap.exe that is provided with xreal.

Converting with xmap.exe:
1.) Copy the transformed file into /xreal/base/maps/
2.) Open console (or command in Win)
3.) run "xmap.exe -map2map -quake3 pathtoyourmap.map

(you have to specify the full path to map eg. c:\Files\xreal\base\maps\mymap.map, otherwise it won't work)


The shaders are replaced by materials (.mtr instead of .shader file) like in D3/Q4 but the principle is basically the same. Check out XReal's shader manual here. There is also some texturing info available on the Code43's wiki pages. Browse through the wiki further to find compile strings and don't forget to check out the default .mtr files as well.
Damien
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