Q3Map2

 11 October 18:40   

    [http://shaderlab.com Q3Map2] is a BSP compiler for amateur based on the Convulse III Amphitheatre engine. It currently supports the afterward platforms:

    note: Approaching abutment for Alarm of Assignment is a possibility.

    Q3Map2 was advised to alter the Q3Map.exe that comes with QERadiant, GtkRadiant

    and GMAX Tempest. However, there are cogent enhancements that require

    a little twiddling to use, such as faster lighting and added surface

    production.

    Fun Facts:

    Q3Map2 is a command-line utility. In general, users create use of Q3Map2 in one of three ways:

    It should be acclaimed that the absence command curve accustomed in the GtkRadiant bsp card are by no agency a complete advertise of the accessible Q3Map2 options and switches. You may adapt the bsp card command curve from the GtkRadiant preferences, but for absolute ascendancy of your Q3Map2 abridge autograph a accumulation book or using one of the foreground ends is apparently a bigger idea.

    Q3Map2 command curve about chase the format:

     C:path oQ3Map2.exe [] [ [ ...]] C:path omapsmapname.map

    ----

     -connect

     -info

     -game

     -fs_game

     -fs_basepath

     -convert [-format ]

     -scale

     -export

     -import

     -threads

     -v

     -rename

     -bsp

     -vis

     -light

    The three above switches (-bsp, -vis, and -light) all accept some options that can be accessed via their corresponding accessory switches. There are absolutely a few accessory switches, so in the absorption of readability the lists of accessory switches accept been organized on separate pages of the Q3Map2 wiki.

    Q3Map2 BSP appearance accessory switches accept their own page at

    Q3Map2 VIS appearance accessory switches accept their own page at

    Q3Map2 Ablaze appearance accessory switches accept their own page at

    ----

    Q3Map2-specific article keys accept their own page at .

    This command band is a acceptable abridge to alpha architecture off of if you wish to aftermath a final abridge of your map. It is by no agency absolute for every map, but a acceptable abode to alpha tweaking based on your own maps particulars.

     C:path oq3map2.exe -skyfix -rename -meta -samplesize 4 -v C:path omapname.map

     C:path oq3map2.exe -vis -v C:path omapname.map

     C:path oq3map2.exe -light -bounce 3 -fast -filter -gamma 2 -patchshadows -samples 3 -v C:path omapname.map

    If you are mapping for Convulse III: Arena, you will wish to add -compensate 4 to the ablaze phase.

    #First, make the geometry for your model.

    #Cover your "model" absolutely with a block of barricade (give it a advantageous allowance of overlap in all 3 dimentions).

    #Then, CSG "hollow" that block—Q3Map2 needs a barrier amid your archetypal and the void.

    #Somewhere central your apple (as against to off in the weeds void), abode an info_player_start entity. You will never infact spawn here, so dont anguish about "burying" your spawnpoint aural your archetypal geometry.

    #Save this book as model.map (or whatever).

    #Compile model.map with -v -meta -patchmeta -subdivisons 6 in the bsp appearance (if your curves attending too "low-fi" with -subdvisions 6, try 4 instead). There is no charge to run -vis or -light. You should now accept model.bsp in your "maps" directory.

    #Compile model.bsp (not model.map, it should be noted) with -convert. You should now accept model.ase in your "maps" directory.

    #Create a new .map and abode a misc_model entity. Accord this misc_model article the key/value brace "model"/"maps/model.ase"

    

    Et voila! Youve now got a misc_model created out of brushwork. Play with the "modelscale" and "angles" article keys, and see why Q3Map2 .ase about-face is absolutely and absolutely great.

    For added moxie, acceptation model.map as a billet to your new map. Nuke the barricade box, baddest the blow of the "model" brushwork, and arrangement it with clip. Circle these new blow brushes into abode over your misc_model (assuming it has been rotated with angles... why abroad would you be converting to .ase, anyway); the besom vertexes of these blow brushes will get busted up a bit, but back the amateur deceit see clip, you absolutely deceit acquaint in-game. Its lovely, and doesnt accept any of the ill furnishings of Q3Map2 autoclipping.

    The _skybox article grabs all the map geometry it can see via the accustomed article calamity algorithm and assimilates it into the aperture sky heap. This is an important abstraction to understand; if there is any aperture amid your capital map and the separate breadth appointed for the _skybox, your abridge will yield forever, alone to aftermath a actual borked .bsp. With that out of the way...

    #Construct your map as normal, texturing your sky brushes with whatever sky shader you fancy.

    #Seal your map off from the abandoned (of course).

    #Create a baby box of sky brushes about hardly removed from your capital map. You could apparently get abroad with cartoon a 128x128x128 cube of your sky shader, then using the CSG alveolate button.

    #Place added geometry aural this tiny skybox, but yield affliction not to create it too complicated. Also: unless you abridge with -patchmeta, application meshes shouldnt go central the _skybox area... youll end up with MAX_PATCH_PLANES every time.

    #Place a _skybox article about central your tiny sky box. The area of the _skybox article about to the blow of the sky box geometry determines area the agent of the aperture sky will be about to the blow of your map... a little analysis will appearance you how this works.

    #Compile, and thats that. Youve got a aperture sky in Convulse III: Arena!

    Notes:

    Authors: see [http://wikibooks.org/w/wiki.phtml?title=Q3Map2&action=history page history]

    

 


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