Some Quake (1) mapping questions

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Some Quake (1) mapping questions

Post by dONKEY »

Hi, I’m considering jumping into the Quake mapping scene. I have TrenchBroom installed, and Quakespasm set up.
I wondered if some of you guys could answer some very basic questions.
Does Q use caulk, or does the compiler remove unseen faces?
Are there detail and structural brushes?
How does vis work? Are there hint brushes or portals that can be added?
Thanks in advance. As I get into this, I’m sure I’ll have a lot more questions.
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Re: Some Quake (1) mapping questions

Post by Johnny Law »

For Quake 1 mapping, you should really absolutely super plus for sure join the Quake Mapping Discord:

https://discordapp.com/invite/j5xh8QT

And also watch the tutorials from dumptruck_ds on YouTube.

To take a quick whack at your questions (more details available from the experts over in the Discord):

* If you use modern Quake compilers like ericw-tools, there are caulk-like things you can do. Look into "skip" and "hintskip" and other skippy textures in the ericw-tools qbsp documentation there.

* Yes, again requiring a modern compiler toolchain. There is a (somewhat confusing) set of "detail variants" described in that qbsp documentation.

* You can hint, although I don't think it is as useful in Q1 mapping. Vis works similarly to other Quake engines. There are probably several descriptions of it out there, like from Fabien Sanglard.
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