Post by Null on Nov 18, 2014 17:49:49 GMT -5
Q2 Tools
(OUTDATED)
Please use TrenchBroom V2:
kristianduske.com/trenchbroom/
(Now supports map scaling)
Features
Scale MAP / BSP - Lets you uniformly scale entire bsp or map files.
Scale MD2 - Lets you scale md2 files. (I also have tools to convert between mdl, md2 and md3 model file formats for map prop entities)
X Y Z (checkboxes) - Lock scale axis (and scale in any direction)
Set MD2 Skins - Lets you quickly assign new skins for md2 files. # Skins (up/down) lets you pick how many skins the model with have.
BSP to MAP - Lets you convert any Q2 bsp file back into a source MAP File.
MAP / BSP to TB - Lets you convert any Q2 MAP or BSP file to Trenchbroom ready MAP format, with bundled textures. Note: TB stands for Trenchroom and since Q2 surface flags are not supported by TB-Q1 they will be trimmed out. (You can also optionally trim all entities, by enabling "Strip Entities" when wanting to start fresh. Note: this will still attempt to maintain vital entities associated with platforms, elevators and doors in the Map)
TB to MAP - Converts the Trenchbroom Q1 MAP format back into Q2 MAP format, minus the surface flags of course.
Map to Override - Converts the map generated by Trenchbroom into an override understood by R1Q2 Server. Once you place your custom models in Trenchbroom, use this feature to output server ready overrides. This option includes generating proper model entity code, replacing walls, and generating bounding boxes for solids. (Walls can be customized with variables to the left of this button).
Fix Override - With this you can edit existing overrides directly in a text editor which will break the file's checksum, but then you can run this option afterwards to fix them again.
TXT to Override - This option lets you can specify a text file to convert into a .override file. Your text file needs to know what bsp file to link with your override, so you'll also need to specify the "mapfile" variable in worldspawn setting with the mapname like so:
{
"message" "The Edge - remix"
"classname" "worldspawn"
"mapfile" "q2dm1"
}
Here's how you can bring over a map from Quark to TB manually:
Open your map in Quark, next...
File -> Save in Quark Explorer (This will open a new window)
Games -> Quake -> Quake 1 (This will change the mode to TB-Q1 format, it will also get rid of surface flags)
File -> Save object as file...
Save as type: Quake .map file (*.map) (Next you'll be able to open your map in Trenchbroom 1.0)
Quick Texture Convert Tools
If you've done texture conversions by hand using Photoshop, Gimp or Wally in the past, you'll know just how time consuming this process can be. Out of the frustration I've added simple conversion tools that handle brightness and contrast adjustments across the whole batch process. The internal color lookup table was set up for closer palette matching while reducing weird results and misplaced color artifacts.
With this you quickly convert one texture at a time or entire folders by checking the batch option. The file formats supported are: pcx, wall, tga, bmp, png, gif, jpg, and tif.
Brightness - Lets you fine tune the brightness of resulting wal and pcx files for better results. This is a float value.
Contrast - Lets you control the contrast value of resulting wal and pcx files. This is a float value.
There's still some tweaking involved on behalf of the user to get the brightness / contrast ratio just right, but once set, it makes things a rather one click process afterwards.
I recommend the following values: Brightness 0.6, Contrast 1.03
Note: If you need even better results and more fine-tuned / accurate color match conversions I recommend playing around with these "Brightness" and "Contrast" values to further reduce any color artifacts. For example 0.5 brightness will give you 1/2 bright. The Contrast is very sensitive, so I wouldn't really set it to over 1.2 unless you also turn up the brightness way up, since things will be very dark or even black, or colors washed out. And I'd always check back in wally to see how it turns out, so you can get a feel for what it's doing each time. Then when you have something that looks fine, you can apply the same brightness / contrast values over many images using the batch option.
There's also other options like Fit Size and Fit Mode. For Quake 2 the pcx file can't be bigger then either 512x256 or 256x512. For this you can use Fit Size to limit the results when converting larger input images. Fit Mode specifies how it will scale down the images. "Aspect" option will scale it while maintaining aspect ratio, and still fit it within the given size, but if your input image is smaller than the output size it will not scale it up to fit the bigger size specified. "Aspect + Expand" option will do that, so say your input image is 64x64, and output size is 256, it will make it 256x256. Lastly "Force Fit" will force your image to be whatever you specify your output size to be without holding aspect ratio, so a 64x64 can even be distorted to 120x100 if you manually type in "120x100" in the Fit Size drop down.
Q2 Exe - The path to your Quake 2 client, if you want the tool to automatically launch your game after various commands.
Addon Dir - The path where you keep your Trenchbroom addons. Required by the tool when automatically generating texture preview WADs files bundled with the various TB Maps you convert, if you have "Make WAD" checkbox set.
Start Q2 (radio button) - If q2 path is set, will start Q2 right after pressing either "Map to Override" or "Fix / Make Override"
Open Dir (radio button) - If set, will open the file in the residing directory after pressing either "Map to Override" or "Fix / Make Override"
The wall options let you quickly integrate results with the Trenchbroom editor. Wall models are placed and used to block off certain sections of large maps.
Wall Model (dropdown / textbox) - lets you select the model md2 filename that will be used during the conversion when pressing "Map to Override" button. You can also type in your own name if you create one in models/wall/ (name) .md2
Start Skin - Lets you pick which skin number to use. Or if Anim checkbox is set, Start Skin and End Skin specify the skin animation range, for animated things like force field walls / bridges, ex: light and light2. Trans sets the transparency for see through barricades, i.e. vines, bars, ice, or force fields. You can even use the wall expansion to build new rooms entirely out of md2 models within open spaces, or subdivide maps as you see fit. This can even work sort of like Garry's mod on HL2.
Q2DM1 example with animated forcefield bridges and walls placed in Trenchbroom, later automatically replaced by this tool with proper textured models.
leray.proboards.com/thread/3529/trenchbroom-simplest-editor-quake2-addon
netdoo.com/wodx/files/walls_addon.rar
The tool is nice and compact and can be pretty handy at times. Say I want to add entities to an existing bsp... no problem, I just convert bsp to map, place them in Trenchbroom and compile entities into a fresh override ready for server action. I can also customize this tool to do large batch jobs, so I can convert entire folders full of textures, models, or maps.
(OUTDATED)
Please use TrenchBroom V2:
kristianduske.com/trenchbroom/
(Now supports map scaling)
Features
Scale MAP / BSP - Lets you uniformly scale entire bsp or map files.
Scale MD2 - Lets you scale md2 files. (I also have tools to convert between mdl, md2 and md3 model file formats for map prop entities)
X Y Z (checkboxes) - Lock scale axis (and scale in any direction)
Set MD2 Skins - Lets you quickly assign new skins for md2 files. # Skins (up/down) lets you pick how many skins the model with have.
BSP to MAP - Lets you convert any Q2 bsp file back into a source MAP File.
MAP / BSP to TB - Lets you convert any Q2 MAP or BSP file to Trenchbroom ready MAP format, with bundled textures. Note: TB stands for Trenchroom and since Q2 surface flags are not supported by TB-Q1 they will be trimmed out. (You can also optionally trim all entities, by enabling "Strip Entities" when wanting to start fresh. Note: this will still attempt to maintain vital entities associated with platforms, elevators and doors in the Map)
TB to MAP - Converts the Trenchbroom Q1 MAP format back into Q2 MAP format, minus the surface flags of course.
Map to Override - Converts the map generated by Trenchbroom into an override understood by R1Q2 Server. Once you place your custom models in Trenchbroom, use this feature to output server ready overrides. This option includes generating proper model entity code, replacing walls, and generating bounding boxes for solids. (Walls can be customized with variables to the left of this button).
Fix Override - With this you can edit existing overrides directly in a text editor which will break the file's checksum, but then you can run this option afterwards to fix them again.
TXT to Override - This option lets you can specify a text file to convert into a .override file. Your text file needs to know what bsp file to link with your override, so you'll also need to specify the "mapfile" variable in worldspawn setting with the mapname like so:
{
"message" "The Edge - remix"
"classname" "worldspawn"
"mapfile" "q2dm1"
}
Here's how you can bring over a map from Quark to TB manually:
Open your map in Quark, next...
File -> Save in Quark Explorer (This will open a new window)
Games -> Quake -> Quake 1 (This will change the mode to TB-Q1 format, it will also get rid of surface flags)
File -> Save object as file...
Save as type: Quake .map file (*.map) (Next you'll be able to open your map in Trenchbroom 1.0)
Quick Texture Convert Tools
If you've done texture conversions by hand using Photoshop, Gimp or Wally in the past, you'll know just how time consuming this process can be. Out of the frustration I've added simple conversion tools that handle brightness and contrast adjustments across the whole batch process. The internal color lookup table was set up for closer palette matching while reducing weird results and misplaced color artifacts.
With this you quickly convert one texture at a time or entire folders by checking the batch option. The file formats supported are: pcx, wall, tga, bmp, png, gif, jpg, and tif.
Brightness - Lets you fine tune the brightness of resulting wal and pcx files for better results. This is a float value.
Contrast - Lets you control the contrast value of resulting wal and pcx files. This is a float value.
There's still some tweaking involved on behalf of the user to get the brightness / contrast ratio just right, but once set, it makes things a rather one click process afterwards.
I recommend the following values: Brightness 0.6, Contrast 1.03
Note: If you need even better results and more fine-tuned / accurate color match conversions I recommend playing around with these "Brightness" and "Contrast" values to further reduce any color artifacts. For example 0.5 brightness will give you 1/2 bright. The Contrast is very sensitive, so I wouldn't really set it to over 1.2 unless you also turn up the brightness way up, since things will be very dark or even black, or colors washed out. And I'd always check back in wally to see how it turns out, so you can get a feel for what it's doing each time. Then when you have something that looks fine, you can apply the same brightness / contrast values over many images using the batch option.
There's also other options like Fit Size and Fit Mode. For Quake 2 the pcx file can't be bigger then either 512x256 or 256x512. For this you can use Fit Size to limit the results when converting larger input images. Fit Mode specifies how it will scale down the images. "Aspect" option will scale it while maintaining aspect ratio, and still fit it within the given size, but if your input image is smaller than the output size it will not scale it up to fit the bigger size specified. "Aspect + Expand" option will do that, so say your input image is 64x64, and output size is 256, it will make it 256x256. Lastly "Force Fit" will force your image to be whatever you specify your output size to be without holding aspect ratio, so a 64x64 can even be distorted to 120x100 if you manually type in "120x100" in the Fit Size drop down.
Q2 Exe - The path to your Quake 2 client, if you want the tool to automatically launch your game after various commands.
Addon Dir - The path where you keep your Trenchbroom addons. Required by the tool when automatically generating texture preview WADs files bundled with the various TB Maps you convert, if you have "Make WAD" checkbox set.
Start Q2 (radio button) - If q2 path is set, will start Q2 right after pressing either "Map to Override" or "Fix / Make Override"
Open Dir (radio button) - If set, will open the file in the residing directory after pressing either "Map to Override" or "Fix / Make Override"
The wall options let you quickly integrate results with the Trenchbroom editor. Wall models are placed and used to block off certain sections of large maps.
Wall Model (dropdown / textbox) - lets you select the model md2 filename that will be used during the conversion when pressing "Map to Override" button. You can also type in your own name if you create one in models/wall/ (name) .md2
Start Skin - Lets you pick which skin number to use. Or if Anim checkbox is set, Start Skin and End Skin specify the skin animation range, for animated things like force field walls / bridges, ex: light and light2. Trans sets the transparency for see through barricades, i.e. vines, bars, ice, or force fields. You can even use the wall expansion to build new rooms entirely out of md2 models within open spaces, or subdivide maps as you see fit. This can even work sort of like Garry's mod on HL2.
Q2DM1 example with animated forcefield bridges and walls placed in Trenchbroom, later automatically replaced by this tool with proper textured models.
leray.proboards.com/thread/3529/trenchbroom-simplest-editor-quake2-addon
netdoo.com/wodx/files/walls_addon.rar
The tool is nice and compact and can be pretty handy at times. Say I want to add entities to an existing bsp... no problem, I just convert bsp to map, place them in Trenchbroom and compile entities into a fresh override ready for server action. I can also customize this tool to do large batch jobs, so I can convert entire folders full of textures, models, or maps.