Author Topic: Quake 2 mapping  (Read 9827 times)

Offline Electfried

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Quake 2 mapping
« on: June 16, 2014, 06:51:27 PM »
Is their any actual user friendly mapping programs out there for quake 2 mapping? I do mapping on hammer sdk which is from an old quake 1 map engine. QK radiant or w/e it is called is so confusing and hard to use I feel like a human on an alien ship trying to fly it. Would be helpful if you provide a DL link and explain somewhat how to use it.
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Offline |iR|Focalor

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Re: Quake 2 mapping
« Reply #1 on: June 17, 2014, 01:27:47 AM »
I've never screwed with mapping, but apparently QuArK can do mapping, and that's what I've been using so far to do models. I don't think I'd recommend it for use though. It's 100% free, but if learning it for mapping is anything like learning it for modelling, then it's not very good. The documentation isn't very thorough or helpful for beginners. But on the other hand, if you're somewhat familiar with mapping already, then maybe some of the functions will carry over, I don't really know.

http://quark.sourceforge.net/
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Offline The Happy Friar

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Re: Quake 2 mapping
« Reply #2 on: June 17, 2014, 03:35:59 AM »
GTKRadiant.  :)  Remember, dozens of the most popular games have been made with GTKRadiant & it's predecessors.  Hammer has been used for..... five.  :)  Hammer is the odd one out.

You might be able to find old copies of worldcraft somewhere.  That's what Valve bought to make Hammer from.  Before Valve bought it worldcraft supported id engines, like Radiant. 

There's also been Hammer users who use that to make maps for id engines.
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Offline Electfried

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Re: Quake 2 mapping
« Reply #3 on: June 17, 2014, 08:15:17 AM »
I've never screwed with mapping, but apparently QuArK can do mapping, and that's what I've been using so far to do models. I don't think I'd recommend it for use though. It's 100% free, but if learning it for mapping is anything like learning it for modelling, then it's not very good. The documentation isn't very thorough or helpful for beginners. But on the other hand, if you're somewhat familiar with mapping already, then maybe some of the functions will carry over, I don't really know.

http://quark.sourceforge.net/

Well, Quark is an alright program to use for modeling I wouldn't suggest using it for mapping. I've tried mapping with it and it's difficult.


GTKRadiant.  :)  Remember, dozens of the most popular games have been made with GTKRadiant & it's predecessors.  Hammer has been used for..... five.  :)  Hammer is the odd one out.

You might be able to find old copies of worldcraft somewhere.  That's what Valve bought to make Hammer from.  Before Valve bought it worldcraft supported id engines, like Radiant. 

There's also been Hammer users who use that to make maps for id engines.

I don't think they made a wordcraft version for quake 2 and if they did I'm sure I would've gotten my hands on it. I may have to use GTK Radiant but if so it's going to require some extensive hours of learning. If I can find out how to map with world craft which is the same as hammer I would start making a lot of maps.

EDIT: I just saw they had supported quake 2 and hexen aswell. http://quakewiki.org/wiki/Worldcraft , could you find me a download link to worldcraft please?
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Offline fdrjk

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Re: Quake 2 mapping
« Reply #4 on: June 17, 2014, 09:18:14 AM »
i use quark for mapping
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Offline The Happy Friar

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Re: Quake 2 mapping
« Reply #5 on: June 17, 2014, 10:57:18 AM »
There's also QOOLE, which I liked better then GTK, but it has a major rounding bug in it.

I don't know where to find Worldcraft as I never used it but I'd figure a yahoo search would turn it up somewhere.
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Offline |iR|Focalor

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Re: Quake 2 mapping
« Reply #6 on: June 17, 2014, 11:17:21 AM »
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Offline Electfried

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Re: Quake 2 mapping
« Reply #7 on: June 17, 2014, 08:06:00 PM »
Is dis be it?

http://www.fileplanet.com/44990/40000/fileinfo/WorldCraft-v3.3

I installed it an it only supports half life. I assume that version 1.6 is what supports quake , and quake 2.

Worldcraft 3.x only allows for the creation of Half-Life (and Half-Life mod) levels. It is not meant as an upgrade or replacement for Worldcraft 2.1, as it does not support Quake or Quake2.

Version 1.6 of world craft is what supports quake and quake 2.

https://developer.valvesoftware.com/wiki/Hammer_Editor_version_history

http://www.quaketerminus.com/tools/wc16.zip this is a dl link to WorldCraft 1.6 but it won't let me open it saying windows won't support it.
« Last Edit: June 17, 2014, 08:21:14 PM by Electfried »
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Offline [BTF] Reflex

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Re: Quake 2 mapping
« Reply #8 on: June 18, 2014, 02:24:31 AM »
try here...  http://marlporo.pp.fi/aq2/software/worldcraft1.6.zip


Worldcraft is all I ever use for mapping.   Post back here if you need any help.
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Offline Electfried

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Re: Quake 2 mapping
« Reply #9 on: June 18, 2014, 02:06:24 PM »
try here...  http://marlporo.pp.fi/aq2/software/worldcraft1.6.zip


Worldcraft is all I ever use for mapping.   Post back here if you need any help.

My antivrius goes nuts over it so I had to disable it to run it. I seem to of gotten it working but my only problem is the fkn camera. In hammer I press Z and can roam around the map. In worldcraft I have no clue how to. I'll have to learn how to spawn weapons and etc. I know the main majority of WorldCraft but I'll have to learn.

In hammer I'm use to typing in skybox and getting a skybox texture, in quake2 I have no clue on how to add water,skybox. Could you explain how to do this if you know?

And how do I make spawnpoints?

When I clicked on the create entities tools I saw NO entities what so ever.
« Last Edit: June 18, 2014, 02:14:05 PM by Electfried »
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Offline Jay Dolan

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Re: Quake 2 mapping
« Reply #10 on: June 18, 2014, 04:17:47 PM »
Since no one has mentioned this yet..

Pan was nice / smart enough to archive the old RUST (GameDesign.net) mapping tutorials:
http://tastyspleen.net/~panjoo/rust/readme.html

Well worth a read through.

Offline [BTF] Reflex

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Re: Quake 2 mapping
« Reply #11 on: June 18, 2014, 05:57:32 PM »
I looked at his page for a possible worldcraft d/l,  I forgot what he uses.
Sweet that he saved all the rust stuff.


As for moving the camera...   In the view window, holding the left mouse button allows you to look around with the mouse and holding the right mouse button lets you move the camera left - right and up - down.   There is no forward or backward for some reason (if you find it lemme know).  If you need to move forward you have to turn left at a 90 degree angle and then move right.

It took a second to get used to, but I didnt have much else going on in the late 90's.


As for entities,  if you are clicking the light bulb button with an 'x' in the upper right, the box to select an entity from is on the right hand side of the screen with a drop down menu.  If that is blank the FGD file is not pointed to correctly or missing.
I dunno, I looked and it comes packaged with worldcraft 1.6.  Its called quake.fgd,  not quake2.fgd.





A weird glitch, at least on my machine, if you use hardware acceleration for the 3d view window you cant select items/brushes in there with the mouse anymore...  so just leave it software.





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Offline Electfried

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Re: Quake 2 mapping
« Reply #12 on: June 18, 2014, 11:23:11 PM »
I looked at his page for a possible worldcraft d/l,  I forgot what he uses.
Sweet that he saved all the rust stuff.


As for moving the camera...   In the view window, holding the left mouse button allows you to look around with the mouse and holding the right mouse button lets you move the camera left - right and up - down.   There is no forward or backward for some reason (if you find it lemme know).  If you need to move forward you have to turn left at a 90 degree angle and then move right.

It took a second to get used to, but I didnt have much else going on in the late 90's.


As for entities,  if you are clicking the light bulb button with an 'x' in the upper right, the box to select an entity from is on the right hand side of the screen with a drop down menu.  If that is blank the FGD file is not pointed to correctly or missing.
I dunno, I looked and it comes packaged with worldcraft 1.6.  Its called quake.fgd,  not quake2.fgd.





A weird glitch, at least on my machine, if you use hardware acceleration for the 3d view window you cant select items/brushes in there with the mouse anymore...  so just leave it software.

I give up on mapping for quake 2. I either get a program which would take forever to learn how to use or I finally do get what I want but it has errors that is a PITA to fix. I'm not going to go and spend 3 hours and finding out why the quake2.fgd folder wont load and even if I fix that I still have more issues. I guess mapping for quake 2 wasn't for me.
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Offline [BTF] Reflex

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Re: Quake 2 mapping
« Reply #13 on: June 19, 2014, 03:26:08 AM »
Yeah,  you have issues.


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Offline The Happy Friar

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Re: Quake 2 mapping
« Reply #14 on: June 19, 2014, 03:57:07 AM »
Only thing easier then Q2 mapping is Doom3 mapping, and that's because you don't need to wait for light to compile.  :P
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