EDITED:
What is the best way to compile a map (I mean the tool) or use the built-in compiler? Or maybe something from alternative programs (GTKBuild, Quake Tolkit, Q3map2GUI) or from the "cmd" console and commands (as for the "cmd" console, I haven't compiled it yet, but I will learn how to do it.) compilation errors and technical failure? Is there a bigger difference between programs that we know are not current at the moment?
Compiling maps
Compiling maps
Last edited by Fruity on Tue Feb 25, 2020 1:39 pm, edited 1 time in total.
Re: Compiling maps
Virtually all maps are compiled with Q3map2 or some derivative. Q3map2 is a command line program, meaning you feed it parameters and it then uses them to produce a map file.
How you feed it parameters varies. You can type them in manually, feed it parameters via a batch file, or use a front end like the built in commands in GtkRadiant or a third-party front end. How you do so is a matter of preference and convenience. For most tests, I use the built in commands, final builds I use a batch file.
How you feed it parameters varies. You can type them in manually, feed it parameters via a batch file, or use a front end like the built in commands in GtkRadiant or a third-party front end. How you do so is a matter of preference and convenience. For most tests, I use the built in commands, final builds I use a batch file.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Compiling maps
Thanks for moving the topic, for some time I was blind and couldn't find the "new topic" button.
Ok, I will check and I think I will do it during compilation tests.
Ok, I will check and I think I will do it during compilation tests.
Re: Compiling maps
btw, is there a Frontend that is up to date? One that knows all the new q3map2 parameters?
Or maybe one where you can customize parameters? (Maybe like the way you can add new entities in Radiant by editing the *.def files.)
Or maybe one where you can customize parameters? (Maybe like the way you can add new entities in Radiant by editing the *.def files.)
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
Re: Compiling maps
My Quake Toolkit is an old tool but it should be up to date with all the latest q3map2 options. But if something is missing, it does offer the option to add custom commandline options.sst13 wrote:btw, is there a Frontend that is up to date? One that knows all the new q3map2 parameters?
Or maybe one where you can customize parameters? (Maybe like the way you can add new entities in Radiant by editing the *.def files.)
Unfortunately, I have lost the source code to this project so I can't really make any changes to it anymore.
Re: Compiling maps
I just recently used this program to create a bot and very nice service, it couldn't be easier :-p. I tried to do special for a given game mode, I temporarily paused for testing. Only this did not work (loading 2 options ...) of the previous settings of the previously created "scripts / xxx.bot" file. But that's not important and it's not a problem. Overall a very cool tool