spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 22, 2018 3:11:21 GMT -5
An obj file stores a mesh of a single object. A Quake map consists of a set of volumes. If you keep this in mind and think about your question, the answer is that there is no way to convert the mesh into a map. Think about your mesh: how would you expect the volumes to look?
You could of course import a small map object (like a statue or a lamp) from such a file, no problem. This is very similar to using the mesh to make the floor of an outdoor area or to use it as a rock wall (modern Quake compilers can do such things, see Pyramid of the magician by Sock). But to use the obj file as the map itself won't be possible.
Also note that the computation of VIS blocking, bot navigation, sound, lighting, and basically everything else in the Quake 2 engine is based on brush volumes. So if you import everything as one large model, you will also get performance issues etc.
If you try to convert the mesh into a set of volumes automatically, you will get many very ugly brushes and lots of trouble (brush limit, impossible to edit further, performance, ...).
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Sept 4, 2017 17:47:55 GMT -5
Quake Champions is available as Early access now. Anyone tried it? Thoughts?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Oct 24, 2016 4:41:35 GMT -5
Looks like a good start. I like 2D action games.
It's sad that he won't be able to release it with those assets in there.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Oct 24, 2016 4:36:55 GMT -5
Nice. I think it could use some more structure and be more lucid in general. Less different colors and fonts maybe. I personally also prefer less dominant background images.
But it's a matter of taste. Maybe I'm just too old and boring, expecting a standard website. Maybe you want it to be a bit crazy and chaotic.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jul 8, 2016 7:04:56 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Jul 5, 2016 1:15:42 GMT -5
To add new textures, it should be enough to put them in a subdirectory of quake2/textures/, I usually put them in a folder with the name of the map, e.g., quake2/textures/spirit2dm4/. You can download a Quake 2 map with custom textures and look at the directory structure in the ZIP archive to see how it's done. Here is one of my maps that uses custom textures: maps.rcmd.org/quake2/spirit2dm2/spirit2dm2.zipQuake2 texture are in WAL format, not JPG unless you only target modern custom engines. The Q2 textures are also indexed (they use a fixed color palette, the Quake 2 palette -- see en.wikipedia.org/wiki/Indexed_color). You can convert JPG to WAL using a tool like Wally. Quake2, unlike Quake 3, does not support shaders btw. And your radiant configuration does not seem 100% correct, e.g., "engine : 'quake3.exe'" looks suspicious. But that most likely is not related to the textures not showing up.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on May 30, 2016 1:46:50 GMT -5
Yeah, snap map is not for mappers. It's for everyone, which is great of course. But it needs export mode or something. I gotta say I expected it to be like this, it's what the name suggests.
If you play MP feel free to add dfsp_spirit, but I don't play MP very often. SP is absolutely great though.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 18, 2016 8:05:44 GMT -5
Yes, that's me. It didn't send the confirmation email. More details in PM.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 14, 2016 5:36:24 GMT -5
How you like it? Do you play SP only or also MP?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 9, 2016 4:33:55 GMT -5
A strong & fresh theme. Let players explore a place that means something and is special -- something more than "some military complex with lots of dark & random rooms and corridors".
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 9, 2016 4:30:28 GMT -5
I'm in.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 26, 2016 8:36:07 GMT -5
That's cool.
I don't have a new Quake project atm, but I'm looking forward to all the cool stuff others are gonna present!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 13, 2016 5:00:42 GMT -5
sP1Sp0pD is correct, this is the proper way to do it on a server where you have file system level access. (You may have to link each map instead of the whole dir, but I don't know about that specific mod). The problem most likely is that macanah does not have FS level access. macanah: Do you use some web interface to control the server? Or do you have shell access (do you know what SSH is)?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 13, 2016 4:55:08 GMT -5
This means your map has a leak, i.e., there exists a path from an entity out of the map area into the void. Your editor should be able to display this path so you can easily find it. (I'm not familiar with Quark, under Radiant, the option is called Load point file or something similar.)
Note that by the definition above, a map also has a leak if you move an entity out of your map into the void (even if all other entities are within the map AND the map is sealed off properly).
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Dec 7, 2015 10:58:41 GMT -5
Don't miss the maps by Negke, too.
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