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Making a map for Q3 & Q4
Posted: Sat Apr 07, 2007 3:59 pm
by Quack
I am currently working on a quake3 map that uses default q3 textures. I understand that there are certain copyrights on q3 textures so you can't use them in Q4. Could someone explain this for clarification?
I would like to port this map to Q4. Would you guys recommend working on the Q3 & Q4 version of the map at the same time (i.e. developing one room at the same time in each engine), this way I can work with both engines and see the differences in design technique etc. Or just work on the Q3 map exclusively and finish it so that I can get experience and learn from Q3. And then start fresh with Q4 and make custom textures to replace the Q3 ones. All opinions and ideas are welcome!
Posted: Sat Apr 07, 2007 7:19 pm
by Quack
Clarification?

Opinions?

Ideas?
*crawls back in noob den*
Posted: Sat Apr 07, 2007 7:54 pm
by Kaz
It's only been 3 hours, grasshopper; patience.
I'd vote for you making a layout then doing the detailing of the map into the theme of each game. Like a gothic or base map for q3 then a stroggy one for q4
Posted: Sat Apr 07, 2007 9:43 pm
by Survivor
Also first one, gameplay test it, than the second one else you'll be doing double correcting (and work).
Posted: Sun Apr 08, 2007 2:33 am
by obsidian
All the assets (textures, artwork, sounds, etc) for all Id Software games are protected by copyrights, so you cannot distribute them by any means.
If you are making a Q3 map using default Q3 textures, you certainly don't have to distribute the default textures (don't include them in your pk3) since you can assume that anyone playing your map already has the textures installed.
Posted: Sun Apr 08, 2007 3:21 am
by Quack
I know that there is no need to redistribute the texture files themselves in the pk3. Although for simplicity, is it ok to make all of my own shaders files for the default q3 textures to help with organization? This way for the conversion to q4, all of the names will make sense (i.e. i use a ceiling texture for the floor) and the destination for the texture will be the same for both games.
Posted: Sun Apr 08, 2007 5:45 am
by pjw
Kaz wrote:I'd vote for you making a layout then doing the detailing of the map into the theme of each game. Like a gothic or base map for q3 then a stroggy one for q4
What Kaz said.
I'm slightly confused. Making custom textures is fine, if you want to do that, but it sounds like you're wanting to remake the Q3 textures (that you're using currently) for the Q4 version, to the point of coming up with custom shaders/paths to streamline that process. Why is it that important to keep the same exact (sort of) textures and aesthetic?
IMO, you'ld save lots of headaches and fussiness by just using stock textures from the respective games for both maps. You'll still learn plenty about mapping for both games.
Posted: Sun Apr 08, 2007 3:12 pm
by GODLIKE
If I'm getting this correctly: You want to build a simultaneous release Q3 and Q4 map (may the gods have pity on your playtesters' souls, as they will want different things).
You want to use Q3 textures in the Q4 version (if I read this right). I think this violates the principle of copyright by which the Q3 textures were distributed, tho.. I think in simple terms you can use any Q3 texture when making a Q3 map, and and Q4 texture when making a Q4 map. Also: the texture structure is a bit different for the D3/Q4 engine, versus the Q3 engine.
For the crazy amount of work it takes to release a well tuned map for Q3 and Q4, maybe you should undertake something that uses the stock textures from each game (like pjw and Kaz said), and maybe incorporate a couple of 'signature' textures with custom shaders if you feel like it late into production?
Posted: Sun Apr 08, 2007 7:28 pm
by Quack
You want to build a simultaneous release Q3 and Q4 map
Yes. I've been working on the Q3 version for a while and after realizing how good everything would look in Q4, I am seriously considering remaking the same map for both engines.
You want to use Q3 textures in the Q4 version
I would like the same color scheme and almost identical textures. I was considering redrawing all of the textures from scratch for Q4 so that I can keep the same look & feel for both games without violating any copyrights.
Why is it that important to keep the same exact (sort of) textures and aesthetic?
The map looks damn sexy the way it is. And I really can't imagine altering the map for another game. Currently I have three different color schemes for the differnet parts of the map:
Red / Black / Steel --- Outside Courtyard, exposed to red sky
Orange / Yellow / White --- Inner Sanctuary, church with yellow candles
Black / Blue / Green --- Underground Reactor, powerplant with bluish/greenish reactor core, black hallways with flashing electrical conduits on the walls & pipes running along the ceiling
I have a good set of textures for each theme and I've got RGB light values that compliment the textures. Almost all of the major structural parts of the map have been decided and I have plans for the skybox & surrounding area. I feel confident about what I'm working on and I know that will look good in both games. I just need to get a solid plan to start with if I'm going to attempt this. I know what I'm doing and I've got enough freetime to do it, so any suggestions regarding the planning process are welcome