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Quake 2 level editing resources

Posted: Wed Mar 14, 2007 8:16 pm
by dichtfux
I kind of missed mapping for Quake II and recently decided to make a map for q2, just for the fun of it.

Searched google a bit but didn't find a nice Quake 2 mapping community. Does anyone in here know one, or all they all gone? A site with good mapping tutorials for Quake 2 would also do it, but I'd prefer a forum like this one. (As I already know the Radiant editor and it has q2 support, I'd like to use it for making the map. So Radiant-based stuff would be great.)

Please note that I'm not asking you to use Google for me, I'm asking the guys in here who know a special place they like for a recommendation.

And a last thing: I already did some q2 stuff during the last few days in radiant, but my radiant version (1.5, linux) crashes whenever I try to build it, so I'll have to write a shellscript to compile the map. Does anyone know a cpmplete q3map2 command line? My attempts were not succesfull so far. There was strange q3map2 output (see below for cmdline and output), but no bsp file was written. :confused:

Code: Select all

spirit@threat:~/.quake2/baseq2$ /opt/gtkradiant/q3map2.x86 -game quake2 -fs_basepath /usr/lib/games/quake2 -bsp -vis -rad  /home/spirit/.quake2/baseq2/maps/test.map
2.5.16
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant    - v1.5.0 Mar  2 2006 22:13:11
Voter turnout
April fools, silly rabbit!
spirit@threat:~/.quake2/baseq2$   
There is no error message, (unless that rabbit thingie is the error message) so I don't know what to do.
Just to be sure: q3map2 has q2 support, hasn't it? At least radiant has some pre-build q3map2 commands in the "build"-menu one can choose from and I read about it somewhere recently (manual, wikibook I don't remember).

Re: Quake 2 level editing resources

Posted: Wed Mar 14, 2007 8:25 pm
by obsidian

Code: Select all

April fools, silly rabbit!
:olo: Oi! ydnar! :olo:
2.5.4 (2003-04-01)

- New: support for Quake 1, Quake 2, Half-Life, Unreal, and UT2K3.
On BSP/-light/-vis, use the -game argument: -quake1 -quake2 -hl -unreal -ut2k3
- New: q3map_tessSize support for JK2/SOF2
- New: -lightmapsize N argument
- Fixed bug where switched styled lights weren't working correctly in SOF2/JK2
- Fixed bug where external lightmaps with generated shaders were referencing
the wrong lightmap
- Fixed bug causing lightgrid brushes to be ignored
- Added variable sphere around trace sample points to inhibit occluder geometry
Note the date of that release.

Posted: Wed Mar 14, 2007 8:29 pm
by Survivor
k :olo:

Re: Quake 2 level editing resources

Posted: Wed Mar 14, 2007 8:33 pm
by dichtfux
On BSP/-light/-vis, use the -game argument: -quake1 -quake2 -hl -unreal -ut2k3
Thanks obsidian, compilation at least starts now. Aborts only du to the map having no roof aka "a leak", it seems. ;-)
(I used "-game quake2" instead of "-quake2".)

:olo: Oi! ydnar! :olo:
That's exactly what I thought when I saw that. ;-)

Still looking for answers to the other question btw.

EDIT1: Just in case anyone else cares, I found some good tutorials and other stuff over at quake2.com and gamedesign.net:

http://www.gamedesign.net/node/11
http://www.quake2.com/qworkshop/

EDIT2: If you're looking for an active community of q2 mappers, you may want to have a look at the >Quake 2 Cafe<.

Posted: Thu Mar 15, 2007 1:20 am
by wviperw
Oh, now that's funny...