Setting up your QL mapping environment

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Setting up your QL mapping environment

Post by cityy »

A lot of people looking to get stated with mapping are pointed to these forums from lvlworld or several tutorials; that's why I thought I'd post this here: http://www.esreality.com/post/2342166/s ... nvironment

Just a small guide on setting up radiant and wolfcam for QL mapping.
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roughrider
Posts: 355
Joined: Mon Jul 22, 2002 7:00 am

Re: Setting up your QL mapping environment

Post by roughrider »

since I have been dabbling more in QL since I have been back into mapping and playing again, I may take a look at this, thanks :up:
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roughrider
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Re: Setting up your QL mapping environment

Post by roughrider »

I've been debating whether or not to try and convert one of my maps to QL... :paranoid:
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cityy
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Re: Setting up your QL mapping environment

Post by cityy »

Go for it! :)
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CZghost
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Re: Setting up your QL mapping environment

Post by CZghost »

What to do if common shaders does not work in the WolfCAM correctly? I've tried to make testing QL map for the advertisement cellId testing and added playerclip over to prevent advert banner blocking movement. But when compiled and tested in Wolfcam, there was displayed missing texture instead (the white grid on gray background). What's up? It should be in the Quake Live shaders default to get it working properly, huh?

Anyway, exist some new updates for Wolfcam? What compiler to use when building a QL map? The q3map2 within Radiant or q3map2 downloaded externaly?
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obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Setting up your QL mapping environment

Post by obsidian »

Q3Map2 included with the 1.6 branch are the most recent builds, use that.
[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]
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