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Post by geraintwd on Feb 13, 2020 15:28:21 GMT -5
Hi KM fans,
I'm using J.A.C.K. for my mapping, having used Worldcraft 1.6 about 20 years ago, and it's like meeting the girl you went to school with 20 years later and she's even hotter than you remembered.
I especially like the texture fitting and locking features it adds over the older Valve editor, among many other enhancements.
However, these enhancements are achieved via a new map format - known as 220. Most of the common compile tools aren't designed with this format in mind and so can't be used to compile maps made with J.A.C.K., which is why the editor ships with its own, 220 compatible, compile tools.
I'm currently using the supplied QBSP3 and QVIS3, along with Arghrad 2.0, and this combination works really well. The only drawback is a lack of support for KMQ2 features, such as larger maps.
Does anyone know of the existence of a QBSP3 that supports BOTH the 220 map format and KMQ2 largebounds feature, etc.?
Thanks! Geraint
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DvSD
Quake 2 Mapping Club
Catching up on sleep, having a good drunk.
Posts: 171
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Post by DvSD on Feb 13, 2020 18:05:04 GMT -5
Hi KM fans, I'm using J.A.C.K. for my mapping, having used Worldcraft 1.6 about 20 years ago, and it's like meeting the girl you went to school with 20 years later and she's even hotter than you remembered. Except now she cost you money to use, is this paid editor still being actively developed or has the dev/author made their money and moved on? I did notice a free version but its from 2016 with no recent updates that I could see unless I missed something. Speaking for myself, I would rather donate freely to a dev/author that does it for the love of the gaming community (community supporting the community type of thing) then be forced or married into a pay to play scenario then never see it updated again. See a lot of that type of crap on (choking to get the word out) steam/new world gaming industry order, not a big supporter myself of places like (choke) steam. Imo there are much better ways to get your project in gamers hands and still make a very healthy paycheck. Not knocking any dev/author that's into the whole pay to play and respect to their work, but you won't see my money filling their pockets. Have you approached the dev/author on this to see if they are willing to work with you on it at a reasonable cost of course? I know I didn't add anything to your question to what your looking for, my apologies for that. Hope you find what your looking for though. I know some people that were using it when it first came out but when it went to a paid version they dropped it like a bad habit and went searching else where for another editor. Off to finish watching some original old school demos.
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Post by cocerello on Feb 13, 2020 18:16:42 GMT -5
Most of the common compile tools aren't designed with this format in mind and so can't be used to compile maps made with J.A.C.K., which is why the editor ships with its own, 220 compatible, compile tools. Search for TxQBSP or TxQBSP_xt from bjptools_xt, which has support for huge maps (at least in Quake), 220 map format for both Quake and Quake 2 and advanced texture coordinates. It should work for what you want. The rest of the compilers (vis and rad) can be anything you want, related to this issue. Except now she cost you money to use, is this paid editor still being actively developed or has the dev/author made their money and moved on? I did notice a free version but its from 2016 with no recent updates that I could see unless I missed something. As far as a i know, development of it stopped not much long after it turned commercial, because he got harassed on the Steam forums by trolls, so there is not much difference with he free version. By the way i do recommend using the previous to last free version, as for me it works better.
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DvSD
Quake 2 Mapping Club
Catching up on sleep, having a good drunk.
Posts: 171
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Post by DvSD on Feb 13, 2020 19:54:39 GMT -5
Free or paid, no dev should let trolls push them off their project. I may be a hardcore "community supports community" type of gamer but shit like troll gang banging has no place in the gaming community. With that said, I see it is quite rampant in the online grid world which is a sad state of affairs. Never quit, never give up, do what you love and ignore the haters. Take the frag hit, brush it off, and chase down the rail on the respawn
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Post by knightmare on Feb 13, 2020 22:14:04 GMT -5
Do you know of a schema for this map format? I might be able to add support for it if it's not too difficult.
That said, I'm currently working a new feature or two in KMQBSP (don't ask- it's a surprise) that requires a small addition to the original Q2 map format. It involves support within both KMQ2 and the new Q2Radiant editor I'm working on.
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Post by geraintwd on Feb 14, 2020 5:36:11 GMT -5
Hey guys, thanks for the responses. I'm answering this on my phone, so apologies in advance for any typos or poor formatting. I'm using the free version of the editor, luckily I found that before I saw it was on Steam (not that it's silly money, but the free version works well enough for my needs). I'll definitely check out those Tx tools - thanks for that. @km, I don't know if there's any publicly available documentation on the format, I suspect that it's somehow Valve-proprietary, having come from Hammer-based editors. The following link might be useful. github.com/qbism/q2tools-220Thanks again!
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Post by knightmare on Mar 11, 2020 1:45:51 GMT -5
I think I got this working in KMQBSP3. I need some maps in this format to test with (along with any custom textures needed).
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Post by knightmare on Mar 14, 2020 23:07:15 GMT -5
220 map format support is now confirmed working. The next KMQ2 map tools release will support this .map format.
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DvSD
Quake 2 Mapping Club
Catching up on sleep, having a good drunk.
Posts: 171
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Post by DvSD on Mar 18, 2020 23:59:24 GMT -5
220 map format support is now confirmed working. The next KMQ2 map tools release will support this .map format. Excellent! That will make for more gib meat in the stew pot.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 2:54:49 GMT -5
I was looking to find comfirmation of this Knightmare. This is awesome. I'll try getting my maps to support the 220 format.
Is there a way to import them into a new 220 format map in trenchbroom that you know of?
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Post by knightmare on Jan 18, 2022 4:25:52 GMT -5
I haven't worked with Trenchboom, so I wouldn't know.
I would presume the editor can save across formats if it supports both of them.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 16:12:52 GMT -5
It says it supports 220 format. I'll try it out today.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 19, 2022 4:49:54 GMT -5
How long until the new compile tools are released? Will it be with the release of the next version of KMQuake2?
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Post by knightmare on Jan 19, 2022 4:57:16 GMT -5
Yes, the map tools will be released when 0.20u8 is nearly final. There's a specific reason for that...
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 19, 2022 5:18:11 GMT -5
Cool man. I've tried other compilers but will wait for yours cos it's the best.
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