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QuakeEd 3.1 (build 102) *New Level Editor For Quake*
Before I explain everything here, I need to upload the file (preferably to Shub-Hub), but according to the rules there, I need a password to do so.

If someone would be kind enough to provide it, I can upload the file and then complete this post.

Thanks, in advance.
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Ooh Oh Ooh Oh Oooh 
woo-ooo

Ctrl-tab did what tab does, but I'm just learning to hit tab in the mean time. 
Lunaran... 
Necros already said pretty much what I would have so no need to repeat. The quick drop clip point is of course something I would like to do but it requires a lot of work to implement. Pretty much everything dealing with brush manipulation, window/mouse handling, etc. would need to be rewritten to handle the clip point. As it is now, it's basically just: if it's in clipmode do this, if not do that, but when you remove the "mode" it makes handling the clipping very complex. Plus I already have Ctrl+RMB in use :)

Tab is way easier than Ctrl+Tab. Learn it. Love it. ;)

I'll look into implementing the way Radiant moves entities. The check is already there so it should be simple. For now though there is the Quick Move feature which works for both brushes and point entities.

Final note for anyone: Please, let me know if you want me to send you current releases. I'm not necessarily keeping this to myself because I don't want others to use it until I feel it's ready, I just don't want to have a bunch of useless files up on Shub, making things confusing. 
What's Happening With Those Sausages Charlie 
I'm rethinking not asking for current releases. (I'm also mapping.) 
New Version Released... 
Sorry to anyone who has been waiting patiently. I've been sitting on this for about two months waiting to here back from necros for the word that everything is working ok but it seems that real life has gotten a hold of him.

So, anyways, here it is. It's still a beta and probably always will be but it is stable and, in my opinion, surpasses GTKRadiant in functionality and efficiency, at least for Quake editing. Updates will probably be a less frequent from now on. There really isn't all that much more I want to do, and the things I want to do are a bit beyond my skill at the moment, but I will keep chiseling away at it as I still find it enjoyable. The link's below and cheers to anyone who downloads it.

For any questions, email me or post here. And remember to read the readme before using. Those with previous version will have to remove QE3 registry entry.

Click link below to start download...
http://shub-hub.com/files/tools/qe3.1.0.5beta.zip 
 
tbh, i forgot all about the editor. o.o i haven't even mapped in the last month.
on the other hand, i don't recall there being anything that was really bothering me either.

grats on this though, lots of work went into it. 
Al;so 
ttfn for the new download

sikkpin: I havent given up on the editor but im still finishing off the SAME map in WC. But a promise is a promise... 
Ttfn? 
The only translation I could find on Google was "ta ta for now" :) 
As Said By Tigger 
from whinnie the poo 
 
sikkpin put a pic of the project settings please... i cant start the Editor :\

i�m puting the directorys all wrong 
Sikkpin 
I ran into this AGES ago, but I probably went on my holidays straight after, with a fractured pinky, and forgot all about you, sorry...

http://www.mediafire.com/?nwmbmwymmmz
http://www.mediafire.com/?zyztmjyyyxz

when I click the central button in the second picture, it CTD. 
Important Note For Everyone... 
Some people may run into a problem starting this if they downloaded it within the first day that I posted the update. I didn't realize it until later that evening that I left my project file (quake.qe3) in the archive which means unless you use the same path structure I use it won't be able to find the "palette.lmp" file and therefore exit. I uploaded a "fixed" zip the next day, with Spirit quickly removing the old one from Shub and replacing it with the new so the link would still work.

So if you are one of those people, either re-download it, or simple delete the "quake.qe3" file. The latter being the easiest.

For RickyT23 & Trinca: If the above applies to you two, delete said file and try again. A "Project Settings" dialog should popup allowing you to enter all necessary paths. I recommend that you use the "Find" buttons so the formating is correct.

If the above does NOT apply then...

Trinca: You can use the "default.qe3" to help you with formating though it is slightly outdated as the "texturepath" should no longer have a wad at the end, just the folder name, and it doesn't contain a "defaultwads" key (which is written like: "wad1.wad;wad2.wad;..."). I kept it in there mainly for all of the useful BSP commands.
Or, if you let me know where you have it installed, I can fill out all the info for you here and you can just copy/paste.

RickyT23: If your "qe3.exe" file is located in your "...Id1/maps" dir (based on the pics), then your "Texture Directory" should be written like "gfx/" and the "palette.lmp" file should be put in there.

I'm assuming that the above applies to you both so I hope that your problems will be solved. I apologize for an inconvenience, you don't know how pissed I was at myself for leaving that file in there. If you still have problems I'll try and check back as regularly as possible to assist. Thank you for trying it out. 
 
ok, thks i will try when i get home! 
When You Start It 
make sure you check out the 'window' menu on the far right side. it has many presets for different window layouts to help make you comfortable. :) 
Tooltips Or Something?! 
What's a Project Directory?
What's a Remote Basepath!?

Also, setting a Texture Directory only kept the last 3 characters of the location I selected via the dialog box.

Putting in stuff to hopefully get around this and try the editor now though. Just calling shit as I see it. 
 
Could not load D:\Quake\qe3\maps/d:\quake\id1\textures\palette.lmp
GetLastError() = 123 
Hmm Ok 
Used default as a base (copy/pasted it, renamed to quake.qe3) and manually edited the paths and it worked.

Some first impressions:
- I miss texture move lock toggle via shift+T (gtkradiant also has texture rotate lock as shift+R)

- I have 2 monitors, and want my texture window on my secondary monitor, but it's currently clamped to my primary display.

- A way to change the display of the scale of the textures in the texture window. 
 
General note: escape to close dialogs = win
I keep hitting ESCAPE wanting to get the textures window out of my face but I have to find T instead.

Is there a scroll bar for the texture window that I'm not seeing? Would be really handy instead of having to use mousewheel to scroll through all the textures to get to the lower ones.

For actual editing from what I've seen so far seems nice though.

*begs for tf2 support* ;)

Having this though, I'm getting the urge to make a Quake map again hehe :D 
 
can anyone post a screen of this all filled out?

http://trinca.quaddicted.com/temp/conf.jpg

that�s my problem... ;) at me moment of course... 
 
Yeah those menus are broken, have to edit the file manually.

Or at least I wasn't able to get that menu to work. 
 
This worked for me:
http://quake_1.republika.pl/q3e_01.jpg

Directory structure: D:\Quake\Quake\qe3\
All the contents of the package are extracted to qe3.

I must say the setup is very unintuitive. How can a first time user know what is meant by remote basepath etc?
And if you set it up wrongly then the program won't even start next time but close with a message about missing palette file.

After getting through the setup problems it starts too look very fine though. Still lack of documentation is a big problem but at least a command list can be found in Help menu.

To get the bsp menu working I have just copied this text at the bottom of quake.qe3 file in the scripts directory.

"bsp_NoVis" "!qbsp $"
"bsp_Entities" "!qbsp -onlyents $"
"bsp_Relight" "!qbsp -onlyents $ && !light $"
"bsp_FullVis (light -maxlt -extra4)" "!qbsp $ && !vis $ && !light -maxlight 1 -extra4 $"
"bsp_FullVis (light -extra4)" "!qbsp $ && !vis $ && !light -extra4"
"bsp_FullVis (no light)" "!qbsp $ && !vis $"
"bsp_FullVis (nowater)" "!qbsp -solid $ && !vis $ && !light $"
"bsp_FullVis" "!qbsp $ && !vis $ && !light $"
"bsp_FastVis (nowater)" "!qbsp -solid $ && !vis -fast $ && !light $"
"bsp_FastVis" "!qbsp $ && !vis -fast $ && !light $"
 
Please Make Noobler Friendly 
Some editor needs to beat the existing editors in noobster friendliness.

You have every advantage, including that it is the only open source editor made by someone who "gets" mapping.

(Where as Worldcraft isn't open source and will be stuck in 2002 from now 'til doomsday and the other editors seem to not be very learnable).

As a general rule of thumb, you should be able to compile upon startup after loading a map without doing any settings. Default them to something a dumb user can easily comply with (i.e., decide what their Quake directory is .. don't ask them, etc.).

Remember, new users are always "dumb" because they have no experience. If you can satisfy the dumb user, you will as a bonus satisfy the user who is worried that they might discover they fall in the dumb group.

User noobster friendliness makes everyone happy. The advanced user will understand how to customize, and newbster can fumble around and start posting in the mapping help thread when his map won't compile because it doesn't have an info_player_start. 
 
What I did with ToeTag was to eliminate configuration options. I supply your compiling tools and everything else that you need to make a level. All that I require from you is for you to tell me where your Quake directory is. Once you do that, you're good to go! 
Willem 
perfect!

Hows the texure lock - during - rotations thingy going?

(or isnt it?) 
 
Ankh thks i will try tonight!!! 
 
Ricky

Not so much. I have basic locking on drags (that works most of the time) but nothing for rotations. My math skills are so badly lacking that I haven't the first clue of how to even begin there.

It's on my list but it's probably one of those features that will never actually materialize. 
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