macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 22, 2014 0:34:29 GMT -5
hi maric i need the add on file for my map editor -quark- ti make some maps for the awaken2 mod do u know where i can get it or maybe email it to me macanah203@gmail.com
ty if ne1 can help
ok bye
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 22, 2014 18:29:01 GMT -5
hi maric i need the add on file for my map editor -quark- ti make some maps for the awaken2 mod do u know where i can get it or maybe email it to me macanah203@gmail.com ty if ne1 can help ok bye Hey macanah! I do have that on another PC. It's more or less lines of """code""" that need to go into your editor definition files. I'm not sure how Quark implements that sort of thing, but I'm certain others here will know what to do. Tomorrow I'll get that other machine up and running and copy the relevant information into this thread. I'm an early riser for work and am squeezed for time tonight. If that doesn't suffice, I can always send the Tread definition files that I used to whomever can make it all work. It's such a great mod with so many cool elements that Musashi added in the version 2 iteration. I only wish I had the connection to play it with people again.
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Null
Gladiator
Posts: 555
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Post by Null on Dec 22, 2014 20:42:53 GMT -5
Hey Maric! Great to see you haven't forgotten about this place, and that you're still frequenting this forum. We really like your maps, and our players can't get enough although they could use some more variations now that you seem to be less active or maybe moved on to other things. Would you mind sharing some of your .map prefabs or better yet .map sources if that's not to much to ask? This way we can continue your legacy and carry on making solid maps in the classic Maric style that everyone loves. I think even a slight .map source infusion here could help breathe new life into the somewhat stagnant Quake2 multiplayer, or our small mapping community and help keep it going for many years to come. Some would consider no better Quake Christmas gift than more Maric styled maps, and layouts to reverse engineer P.S. Right now we're experimenting with some organic rock geometry, such as islands. What would be really awesome is if we could marry this with some of your classic base prefabs leray.proboards.com/thread/3577/pirate-fortress-new-tropical-island?page=1&scrollTo=26712
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 23, 2014 13:33:16 GMT -5
Hey Maric! Great to see you haven't forgotten about this place, and that you're still frequenting this forum. We really like your maps, and our players can't get enough although they could use some more variations now that you seem to be less active or maybe moved on to other things. Would you mind sharing some of your .map prefabs or better yet .map sources if that's not to much to ask? This way we can continue your legacy and carry on making solid maps in the classic Maric style that everyone loves. I think even a slight .map source infusion here could help breathe new life into the somewhat stagnant Quake2 multiplayer, or our small mapping community and help keep it going for many years to come. Some would consider no better Quake Christmas gift than more Maric styled maps, and layouts to reverse engineer P.S. Right now we're experimenting with some organic rock geometry, such as islands. What would be really awesome is if we could marry this with some of your classic base prefabs leray.proboards.com/thread/3577/pirate-fortress-new-tropical-island?page=1&scrollTo=26712Howdy Null! And thanks. I've been around a little bit but not as often as I'd like. This is and has always been a great place with class people. Of course now that I'm posting again, the quality will fall off a bit ;-) You're welcome to all of the files I have, albeit I don't have the .map files laying around. I can do you one better however and make the version of Tread I use available and all of the .trd files that I still have. Using them, you could open the maps up in their native environment, copy-paste-compile-mix'n'match anything you want. I have 198 "finished" .trd files and 181 "in progress" .trd files. Many of the in progress files represent unreleased ideas and bits, several are nearly completed maps for an SP episode I was messing with. If that works for you, it's all yours with no strings attached. In all my .txt files with all my maps I scrapped the ideas of "IP" on design anyway, so take what you want and do what you will. The one issue is that the files weigh in at about 420 MB. I have a bandwidth cap at home. I can take them with me to work and upload the files there but where can I put something that big that's convenient? Also, if you want/need something specific I'd be happy to make it for you. I just finished authoring the last book in my series. It goes to the publisher shortly and I now have what's known as "free time" again. I have to fill it with something other than physical labor.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 23, 2014 13:42:52 GMT -5
hi maric i need the add on file for my map editor -quark- ti make some maps for the awaken2 mod do u know where i can get it or maybe email it to me macanah203@gmail.com ty if ne1 can help ok bye Hey macanah! I do have that on another PC. It's more or less lines of """code""" that need to go into your editor definition files. I'm not sure how Quark implements that sort of thing, but I'm certain others here will know what to do. Tomorrow I'll get that other machine up and running and copy the relevant information into this thread. I'm an early riser for work and am squeezed for time tonight. If that doesn't suffice, I can always send the Tread definition files that I used to whomever can make it all work. It's such a great mod with so many cool elements that Musashi added in the version 2 iteration. I only wish I had the connection to play it with people again. Here's the entire file that Tread uses to create .maps and the rest of the black magic that makes finished .bsp files. There was so much Awakening specific stuff I figured the whole thing might have the most value. I copied into a .rtf file which seemed like the most accessible format for me (and hopefully for you too). Attachment Deleted
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Null
Gladiator
Posts: 555
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Post by Null on Dec 23, 2014 15:47:42 GMT -5
Howdy Null! And thanks. I've been around a little bit but not as often as I'd like. This is and has always been a great place with class people. Of course now that I'm posting again, the quality will fall off a bit ;-) You're welcome to all of the files I have, albeit I don't have the .map files laying around. I can do you one better however and make the version of Tread I use available and all of the .trd files that I still have. Using them, you could open the maps up in their native environment, copy-paste-compile-mix'n'match anything you want. I have 198 "finished" .trd files and 181 "in progress" .trd files. Many of the in progress files represent unreleased ideas and bits, several are nearly completed maps for an SP episode I was messing with. If that works for you, it's all yours with no strings attached. In all my .txt files with all my maps I scrapped the ideas of "IP" on design anyway, so take what you want and do what you will. The one issue is that the files weigh in at about 420 MB. I have a bandwidth cap at home. I can take them with me to work and upload the files there but where can I put something that big that's convenient? Also, if you want/need something specific I'd be happy to make it for you. I just finished authoring the last book in my series. It goes to the publisher shortly and I now have what's known as "free time" again. I have to fill it with something other than physical labor. That would be so awesome! I really appreciate all your work. Your track record is very impressive, and you're even writing a book now? Wow, let me know when it comes out "I have 198 "finished" .trd files and 181 "in progress" .trd files." Awesome, we'll gladly accept your finished and in progress .trd files, or anything else you might be able to share with us! Tread 3d is open source, so I will try to write a .trd to .map converter if need be, so that's no problem. Trd files compress nicely by a factor of around 8, so 420 mb uncompressed would be around 50 mb compressed in a rar file, for maps we already have textures for. Uploads to media fire are usually pretty quick even if the file turns out to be 420 mb compressed (with textures). Their service is pretty reliable, and I've uploaded GBs in the past without any problems. You can also split the files up into like 4 bundles if that makes it any easier to upload. I created a mediafire account where you can upload your files, which has 10GB of space. Uploading there is just drag and drop, and I've sent you a pm with the login details
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 23, 2014 20:50:56 GMT -5
ok thnaks maric ill let u know how i go i also converted 3 of my maps to the matrixq2 mod but i did now need ne addons to get it to work ill also post my awaken2 mod map once its done but might take a while ok bye from macanah ok i need u to convert it to a qrk addon or maybe i can figure it out just having some problems ty from macanah ok thnaks maric figured it out myself i attached the qrk addon awaken2.qrk file if ne1 needs it hi just made an updated qrk awkaken file with more etxras here it is Attachments:awaken2b.qrk (6.91 KB)
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