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Old April 16th, 2002, 04:30 PM   #1
Planky
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Post Quake2 Editing

I have started to teach myself how to make maps for Quake2 using QuArK. I was wondering on the off chance that anyone here knows how to make doors and such?



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Old April 16th, 2002, 04:57 PM   #2
Aliotroph?
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I've never mapped for Q2 or used Quark, but I've mapped for Half-Life, which is supposed to be similar. To make a door I had to bring up a dialog with the properties of the brush that was to be the door (this is sometimes a group of them) and change it's type to a door. Then it had a bunch of properties for effects, sounds and motion. Don't know if that helps much.

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Old April 16th, 2002, 05:36 PM   #3
Planky
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<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Don't know if that helps much. </font><hr width="100%" size="1" noshade></BLOCKQUOTE>

It does actually I just experiment and see what I can find out

thnx alio
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Old April 16th, 2002, 06:24 PM   #4
Aliotroph?
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Instead of line types those games work on brush types. You have to be careful because they can play with the VIS process and the lighting though. You also need space for a door to move I think. BTW: the engine doesn't see a door as a solid wall. It can see through the door. This drives up poly-counts and if not considered can sometimes slow down the game.

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Old April 16th, 2002, 08:03 PM   #5
Kaiser
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I really recomend Qeradiant...imo its more easier to use.
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Old April 16th, 2002, 08:30 PM   #6
Doom_Dude
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I never used Quark but have always used either Worldcraft (Half-Life) or Qoole (Quake II & Hexen II).

You can group different parts together to make a door. (Example: rusted gate)

You have to make your door brush a func_door by applying the appropriate entity.

If your making a rotating door you need to group together the door brush and a brush using the origin texture and apply the func_rotating entity.

Ugh that's all I can remember for now.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">You also need space for a door to move I think.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

I'm not sure what you mean by that but a door brush will move through any solid brush in it's way.
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Old April 16th, 2002, 10:54 PM   #7
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Oh, didn't remember that last bit. Kewl.

I think that origin texture thing is retarded. It's just too weird. So is the bit about sky brushes.

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Old April 17th, 2002, 08:13 AM   #8
Doom_Dude
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LOL. I made a rusty gate for hexen II last night and found out you could crouch jump through the lower holes in the gate.

The origin texture thinghy is weird.

I hate having to put 50 lights in a large open area just to get the lighting looking half decent in my Hexen II map. Tis stupid.

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Old April 17th, 2002, 08:54 AM   #9
Aliotroph?
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LOL Oh yeah, HeXen II doesn't have light_environment entities! How could any engine not have those??? That's why that game always looks weird outside. The guys who made it also had a habit of lighting halls with no torches in them. It looked stupid too.

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Old April 17th, 2002, 09:32 AM   #10
Big_al
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I used to do my Quake2 editing in Quark.
Liked it better than Worldcraft.
Its been a while but I think there are good tutorials & prefabs on the Quark page.
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Old April 17th, 2002, 11:17 AM   #11
Doom_Dude
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<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">LOL Oh yeah, HeXen II doesn't have light_environment entities! How could any engine not have those??? That's why that game always looks weird outside. The guys who made it also had a habit of lighting halls with no torches in them. It looked stupid too.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

LOL. Well Quake didn't have light_environment either, did it?

I'm putting torches everywheres and making skylights n junk. I wish I could use the Blade Of Darkness lighting in Hexen II. That would just rule. You know what's weird. The Hexen II torches you pick up and ignite give off better lighting effects that those point lights.

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Old April 17th, 2002, 11:32 AM   #12
Aliotroph?
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That's stupid. Lots of people still make Half-Life maps and use point lights for all their custom textures. They haven't figured out that all you have to do is edit the lights.rad file. There are even programs to do it for you.

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Old April 17th, 2002, 01:05 PM   #13
Big_al
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Didn't Quake have a default light level setting or am I dreaming?
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Old April 17th, 2002, 04:07 PM   #14
Doom_Dude
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Talking

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Didn't Quake have a default light level setting or am I dreaming?</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Not sure but I think the default is pitch black. LOL

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">That's stupid. Lots of people still make Half-Life maps and use point lights for all their custom textures. They haven't figured out that all you have to do is edit the lights.rad file. There are even programs to do it for you.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Well at least Half-Life has the options of using point lighting, texture lighting, spot lights, and environment lights and other cool effects.

Ummmm, I was going to say something else bit I'm talking to Cute! YaY!

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Old April 17th, 2002, 08:01 PM   #15
Planky
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Thanks for the help guys!

I was planning on checking out a few of the other editors that are out there, But once I had downloaded quark, it seemed easy enough to learn so I didnt bother downloading the other editors

Heres my very first (albeit not completed) level. Its a basic DM level with next to no lights, mis-aligned textures (in otherwords, just like D_D's levels ), no weapons (except a stray super-shotgun) and a tower in the middle, with no possible way to get up there. What do you think for a first try at map editing?

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Not sure but I think the default is pitch black. LOL</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

It is, just check out my first level and see. If you dont run the map through arghrad.exe, the level comes out bright, instead of pitch black

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Old April 18th, 2002, 01:22 AM   #16
Big_al
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I pretty sure that later versions of arghrad.exe had an ambient light settting.
Although it might have been for Quake2, I can't remember.
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Old April 18th, 2002, 05:37 AM   #17
Doom_Dude
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Arrow

What do you mean just like my levels you rotten plank? I also can't tell because the link is soo slow it coughed and I wasn't able to get your crappy map.



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Old April 18th, 2002, 12:37 PM   #18
Aliotroph?
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Unhappy

I don't have Quake II.

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Old April 18th, 2002, 12:39 PM   #19
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Cool

Why not? Haven't you ever played Quake II? I used to like deathmatching in Quake II.

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Old April 18th, 2002, 12:43 PM   #20
Aliotroph?
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I've only played the Shareware and I can't find that game anywhere.

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