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Setting up your QL mapping environment
Posted: Thu Nov 08, 2012 11:02 pm
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.
Re: Setting up your QL mapping environment
Posted: Tue Feb 26, 2013 9:27 pm
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

Re: Setting up your QL mapping environment
Posted: Tue Mar 12, 2013 5:07 pm
by roughrider
I've been debating whether or not to try and convert one of my maps to QL...

Re: Setting up your QL mapping environment
Posted: Tue Mar 12, 2013 5:10 pm
by cityy
Go for it!

Re: Setting up your QL mapping environment
Posted: Mon Mar 25, 2013 3:37 pm
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?
Re: Setting up your QL mapping environment
Posted: Mon Mar 25, 2013 4:33 pm
by obsidian
Q3Map2 included with the 1.6 branch are the most recent builds, use that.