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Topic Starter Topic: Want to create QL map for personal testing - via post...

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 01-08-2012 07:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi,
Want to create QL map for personal testing, but haven't any resources such as what tools I have to use or what media (like entity definitions or models) I have to use...

How many units may be QL advertisiment and how to test map on QL?



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Insane Quaker
Insane Quaker

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PostPosted: 01-08-2012 08:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Don't do it! It all big rubbish!




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Cool #9
Cool #9

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PostPosted: 01-08-2012 08:45 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Just build the map like you would for regular quake 3 and worry about QL later.



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 01-08-2012 10:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Just build the map like you would for regular quake 3 and worry about QL later.

Quake Live have also Team Arena items and one new item: Green Armor (seen in CPMA). I wanna use also this GA in QL maps.
I must make DEF & ENT file for GTK Radiant (I prefer the ENT file because using Rad 1.5) or download it (I don't know source), to see these items...
I've created QuakeLive folder in Quake 3 (have also ioquake3 engine - the quakelive game doesn't work correctly, how to fix? -- ↓) to test maps

Also want run maps like Training Day from EmeraldTiger offline through Quake Live client or just try the my maps by official QL client... Is it possible to run Quake Live offline? How to do it?

#-----------------------------------------------------------------#
I've tested the Quake Live files through IOquake3, but it won't work correctly. The textures are fine, but game content is just the original Quake 3 and missing player models. Some textures such as grenade missile or lightning bolt are missing. Gibs are transparent (they're white and you can see through them), physics aren't changed.
So in short: The Quake Live feel and look doesn't work. Must have the QVMs or is something wrong in PK3s?

#-----------------------------------------------------------------#
About running the QL client offline: I don't know, how. I've downloaded Quake Live Offline executable launcher, but only appears error:
Quote:
Cannot launch 'C:\Documents and Settings\*Username*\App Data\id software\quake live\home\baseq3\quakelive.dll'
Reason: The system cannot find the requested file.

Ie the App Data is Data aplikací for me, The system cannot find the requested file is Systém nemůže nalézt uvedenou cestu, because in czech localisation of system.[/size]
Solved, the executable file must be in in Quake Live installation folder :rolleyes:



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Last edited by CZghost on 01-08-2012 10:20 AM, edited 1 time in total.

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Insane Quaker
Insane Quaker

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PostPosted: 01-08-2012 10:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
Don't do it! It all big rubbish!

Get lost the poisonous comments!



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Insane Quaker
Insane Quaker

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PostPosted: 01-08-2012 10:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Okay, okay no more poisonous comment!

Here's an entity def for QL that I made last year: http://www.mediafire.com/?yroheovb4682w3d

Green armor is item_armor_jacket, just like in Q2. Great success!




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Cool #9
Cool #9

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PostPosted: 01-08-2012 10:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
Great success!

:olo:



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Insane Quaker
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Joined: 28 Dec 2009
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PostPosted: 01-08-2012 12:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
and one new item: Green Armor (seen in Carmack Fortress)

fixed.




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Insane Quaker
Insane Quaker

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PostPosted: 01-08-2012 04:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Also, you'll have to decrypt the QL .pk3's using a program called quakelivedec. (Can be found on Google easily) That's most likely why your .pk3's don't work.

You can decrypt them one at a time, but I would go for decrypting all of them at once, this page is a good how-to on doing that: http://quakelivehud.blogspot.com/2009/05/images.html (scroll to where it says "It got easier") Then just move the QL pk3's over to your baseq3 folder and they'll function fine. They don't seem to do any harm to the Quake III game itself but can override textures or shaders, so be sure to remove the .pk3's once you are done using them.

As for ads: They can be any size you want as long as the aspect ratio is maintained, i.e. no stretching them one way without stretching them the other. This rule is followed through pretty much all QL maps to make sure that content isn't displayed in a distorted fashion that advertisers wouldn't be happy with. That said, since it is an offline map and you're only doing personal testing, I wouldn't worry to much about stuff like that.



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Insane Quaker
Insane Quaker

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PostPosted: 01-09-2012 01:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


EmeraldTiger wrote:
Also, you'll have to decrypt the QL .pk3's using a program called quakelivedec. (Can be found on Google easily) That's most likely why your .pk3's don't work.

You can decrypt them one at a time, but I would go for decrypting all of them at once, this page is a good how-to on doing that: http://quakelivehud.blogspot.com/2009/05/images.html (scroll to where it says "It got easier") Then just move the QL pk3's over to your baseq3 folder and they'll function fine. They don't seem to do any harm to the Quake III game itself but can override textures or shaders, so be sure to remove the .pk3's once you are done using them.

As for ads: They can be any size you want as long as the aspect ratio is maintained, i.e. no stretching them one way without stretching them the other. This rule is followed through pretty much all QL maps to make sure that content isn't displayed in a distorted fashion that advertisers wouldn't be happy with. That said, since it is an offline map and you're only doing personal testing, I wouldn't worry to much about stuff like that.

I've decrypted it, the textures are inside pk3's and most of them are functional...



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Insane Quaker
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PostPosted: 01-09-2012 01:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


deqer wrote:
CZghost wrote:
and one new item: Green Armor (seen in Carmack Fortress)

fixed.

Hmm, looks like a propagation of Entity Plus level...



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Cool #9
Cool #9

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PostPosted: 01-09-2012 04:44 AM           Profile   Send private message  E-mail  Edit post Reply with quote


deqer wrote:
CZghost wrote:
and one new item: Green Armor (seen in Carmack Fortress)

fixed.


The Green Armor in EntityPlus and QUake Live are completely unrelated



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Insane Quaker
Insane Quaker

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PostPosted: 01-09-2012 06:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


OK... The IOquake3 QuakeLive implementation problem is suspended, now I ask, how to make maps visible in map selection client?

I think, the dummy files have more, than authentification function. Such as map categorisation (large arena, advacend arena, etc.)...
But the dummy files have only one word inside: dummy. So the authentification and categorisation runs pobably somewhere else, but where?

P.S. - Do you think, the ID software used entity advertisment in their QL maps?
:eek: Doesn't work Quake Live Offline client -> when launch map, it shows an error!



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Insane Quaker
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PostPosted: 01-09-2012 09:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


lol...

I can't quite understand what you're saying... are you trying to run QL maps in Q3? They have different bsp versions (Q3 is 46, QL is 47) because the QL bsp has an extra 'lump' for the ad banners. You can convert the format and optionally convert the advertisement entities to func_static's and it will work... but I'll leave that up to you to figure out.

Dummy files are irrelevant to Q3. That shit is just used by Id Software for some unknown reason.

QL Offline is ancient. That was made during beta, with still a couple of beta updates after that final QL offline version. Id Software slapped the author with a seize and desist order and the program no longer worked after the next QL update.




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Insane Quaker
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PostPosted: 01-09-2012 09:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
lol...

I can't quite understand what you're saying... are you trying to run QL maps in Q3? They have different bsp versions (Q3 is 46, QL is 47) because the QL bsp has an extra 'lump' for the ad banners. You can convert the format and optionally convert the advertisement entities to func_static's and it will work... but I'll leave that up to you to figure out.

Dummy files are irrelevant to Q3. That shit is just used by Id Software for some unknown reason.

QL Offline is ancient. That was made during beta, with still a couple of beta updates after that final QL offline version. Id Software slapped the author with a seize and desist order and the program no longer worked after the next QL update.

Hmm... So you can't tell, how to categorise the map? How to test map on the ql client, if the BSP is newer version?
OK. The advertisement entity have unexplained key in Retribution:
Code:
{
"cellId" "98"
"classname" "advertisement"
"model" "*9"
}

What the cellID means?

Edit --> There is another unexplained entity: info_tour_point.
What it mean?



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Insane Quaker
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PostPosted: 01-09-2012 10:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


You can test your map in QL by zipping your map accordingly and converting it to the QL-style encrypted pk3, the opposite way to how you did the pk3->zip conversion. Just load up a practice match in QL and do a /devmap [mapname] in the console to run the map.

cellId from what I can gather is the devs' way of controlling what advertisement content goes where, but I could be wrong. In any case if you're making a QL map you mustn't use advertisement entities as it won't work. Ad banner support seems to be hard-coded and map-specific.

info_tour_point is used for bot waypaths, more specifically for in the training map with Crash. The definition is included in the entities.def I linked above.




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Cool #9
Cool #9

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PostPosted: 01-09-2012 12:45 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Must ad space still be included in QL maps? I dont think theyre showing in-map ads? Theyre all Quake Live logos for me.



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Insane Quaker
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PostPosted: 01-09-2012 01:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


The whole in-map ad system was a major failure from the very start, so there's very few regions that actually show anything but those QL logos.




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Insane Quaker
Insane Quaker

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PostPosted: 01-10-2012 04:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
The definition is included in the entities.def I linked above.

I need ent file for GTK Radiant 1.5... Is it somewhere?



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 01-10-2012 04:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
info_tour_point is used for bot waypaths, more specifically for in the training map with Crash. The definition is included in the entities.def I linked above.

I've seen it in Retribution... Are you sure the entity has that function?



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Cool #9
Cool #9

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PostPosted: 01-10-2012 05:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
themuffinman wrote:
The definition is included in the entities.def I linked above.

I need ent file for GTK Radiant 1.5... Is it somewhere?


You can use this tool to convert a .def file to an .ent file.
If it doesn't work properly let me know. I made it so I can probably fix it ;)



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Insane Quaker
Insane Quaker

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PostPosted: 01-10-2012 06:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
You can use this tool to convert a .def file to an .ent file.
If it doesn't work properly let me know. I made it so I can probably fix it ;)

OK, but I would edit the XML file...



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Insane Quaker
Insane Quaker

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PostPosted: 01-10-2012 10:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
themuffinman wrote:
info_tour_point is used for bot waypaths, more specifically for in the training map with Crash. The definition is included in the entities.def I linked above.

I've seen it in Retribution... Are you sure the entity has that function?


Yes I'm sure. It's in a few maps. It seems the devs at some point during beta wanted to implement a map introduction feature, using bots to guide new players around various maps. If you don't believe me then try it for yourself using the keys listed...

/*QUAKED info_tour_point (.5 .5 .5) (-8 -8 -8) (8 8 8)
Training mode bot scripting. (QL)
-------- KEYS --------
ignorePlayerLocation : when set to 1, the bot will not fix its aim on the player when idle.
message : The message to print to the player when the bot triggers this.
noise : The global sound to play when the bot triggers this.
printChatTextTime : The time in which the message is displayed for.
tourPointTarget : The next info_tour_point in the sequence.
tourPointTargetName : The previous info_tour_point in the sequence.
wait : The time in which the bot will pause for.*/




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 01-12-2012 09:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
Yes I'm sure. It's in a few maps. It seems the devs at some point during beta wanted to implement a map introduction feature, using bots to guide new players around various maps. If you don't believe me then try it for yourself using the keys listed...

/*QUAKED info_tour_point (.5 .5 .5) (-8 -8 -8) (8 8 8)
Training mode bot scripting. (QL)
-------- KEYS --------
ignorePlayerLocation : when set to 1, the bot will not fix its aim on the player when idle.
message : The message to print to the player when the bot triggers this.
noise : The global sound to play when the bot triggers this.
printChatTextTime : The time in which the message is displayed for.
tourPointTarget : The next info_tour_point in the sequence.
tourPointTargetName : The previous info_tour_point in the sequence.
wait : The time in which the bot will pause for.*/

OK, now I understood the substence of entity...¨

What's the not_gametype key in function and item entities?
I understood the gametype key (it's listed in TA, also functionable in VQ3) - the entity appears only in listed gametypes.
But the not_gametype key...
:rolleyes:



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Insane Quaker
Insane Quaker

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PostPosted: 01-12-2012 11:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


not_gametype is as it implies - clears the item when the current gametype in play is listed in the key. It uses numbers instead of short names. Example: "not_gametype" "5 6" would make the item not spawn in CTF and 1FCTF.




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