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>> No.8726196 [View]
File: 354 KB, 600x600, how many layers of mapping.png [View same] [iqdb] [saucenao] [google]
8726196

>>8726176
trenchbroom is as user friendly as bsp mapping gets and you still don't see nearly as many quake mappers because it... isn't doom + 3d level design is hard ;_; (i'm not even factoring in shit like having to learn quakec to do any kind of actual modding)

>> No.8205916 [View]
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
8205916

>>8205892
How many people in this general have any sort of experience working with Quake's mapping tools?
I know with Doom's toolset it's pretty damn easy to just dive right in, but I have no idea if Quake mapping is as approachable.

>> No.8003261 [View]
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003229
>Modding this game really isn't as bad/hard as it seems, right?
Nah, you just need tools.
>Trenchbroom makes the maps
>bsp, light, and vis turn the map into a finished product, and can be automated in Trenchbroom itself (or use an external compiling GUI)
For just making and submitting a map, that's really all you need. If you're also doing custom textures and stuff, an example workflow might include:
>TexMex for editing Quake .wad files (not the same as Doom .wads) to extract and import textures
>image editor of your choice, Photoshop, GIMP, etc, preferably something that has a palette limited mode- Asesprite is IIRC more for 'pixel art,' not the bigger scale 'painting by pixel' that Quake textures tend to be, plus if you're just kitbashing existing textures you're gonna want an actual image editor, not a gimmick
>PakExplorer if you need to rip something out of the default pak files (MAKE BACKUPS)
Then there's old, unkept and half broken tools like adquedit which are used for basically one specific purpose (e.g. editing HUD textures, which aren't stored the same way as map textures) and nothing else. Notepad++ shouldn't actually be necessary, unless something goes terribly wrong there's no reason to be prying around in your map file in plaintext and there's no weird characters so normal Notepad handles it fine.

>> No.6807392 [View]
File: 354 KB, 600x600, 1564343238676.png [View same] [iqdb] [saucenao] [google]
6807392

When are we doing another Quake mapping project?

>> No.5771585 [View]
File: 354 KB, 600x600, 1502016810020.png [View same] [iqdb] [saucenao] [google]
5771585

>>5771363

>> No.5367861 [View]
File: 354 KB, 600x600, 1502016810020.png [View same] [iqdb] [saucenao] [google]
5367861

why mod doom when you could mod Quake?

>> No.5018597 [View]
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
5018597

>>5018595

>> No.4795119 [View]
File: 354 KB, 600x600, 1502016810020.png [View same] [iqdb] [saucenao] [google]
4795119

>>4794985
all of the assets are 2D, monsters, weapons, levels, everything were just 2D assets rendered in 3d. As a result you cannot have multi floored levels without trickery like the Build Engine and later doom engine titles.
Quake's monsters, weapons and levels were all real 3D models. This allows level design to be completely unrestricted and the designers are free to do whatever the hardware can reliably run.

>> No.4609469 [View]
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
4609469

>>4609461
That sudden shift in the level is pretty fuckin cool. What's it like making maps for quake? Is it anything like pic related?

>> No.4172380 [View]
File: 354 KB, 600x600, doom and quake mapping.png [View same] [iqdb] [saucenao] [google]
4172380

DOOM THREAD / RETRO FPS THREAD - Last thread >>4167623

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4167603 [View]
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
4167603

>>4167438
My workflow is one giant shitpost.

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