|Posted by Jatz on 2007/12/28 04:35:41|
|So far I've had little luck with this. I'm just trying to do this, and if I really can't get it working I'll just give it up and try it on a windows box.
That looks promising and great and all, but I see no release date.
Quiver works, kind of. It crashes classic when I hit build, and I have no idea how to get a .map file out of it to build with the tools.
This ancient relic will run and I can get a .map out of it, but it won't compile a bsp without a jqt.wad, and I can't find it/have no idea what to do for that.
So anyway, if anyone has any links or advice or anything, I'd appreciate it lots.
If you want a .map file out of quiver, goto file and click export.
willem, have you put in a shear tool?
also some programs let you rotate by dialing in the degree you want to rotate. Quiver doesnt allow this :( Have you worked on this?
Suggestions For ToeTag Editor
I don't know if it does this already, but when creating new primitives, it would be useful if cylinders were not just created using the formula for a circle to create the vertices. I think most mappers use 8 or 12 sided cylinders, and the 12 sided ones are snapped to the grid with 4 axis aligned to x and y and all the other faces angled to a 2:1 or 1:2 gradient when looked at in the XY view.
Hrm, maybe I didn't make sense just then, Have a look at CZG's curve tutorial for an idea of what I'm talking about :)
There are also a few good tips for creating curving pipes and helix type floors should you ever want to write built in functions for doing that kind of thing.
It would be nice to have some sort of curve tool. It should be possible to create curves using patches (bezier or some other useful polynom base) and have the editor create brushes with a userdefinable degree of accuracy.
But maybe that's for version 2 :-)
Well, that plus it's basically a Quake editor - Quake don't got no curves. :)
as with carving, it seems like it would be less problematic to create the shape you want brush-by-brush. It's tedious, but I think quake is picky enough that you will have less trouble in the long run. I find myself creating curves 3 or 4 different ways depending on how they will be used.
Hmm, though the idea of a terrain tool that is basically a field of triangular prisms with the vertexes glued together could be a time-saving device where the task is well-defined enough that an editor could be trusted not to screw it up.
Sure, manualy creating a curve is not a big problem if you know the dos and don'ts. I'm not sure whether it would be possible to have brushes created automatically using a patch as a guide, but I don't see why it should not work.
I might give it a try at some point, maybe I can come up with something useful. But first, I gotta get quake to compile on os x :-).
the lowest effort for this sort of thing is probably waiting for darwine to be useful, then just using the windows tools.
(which seems to work well enough on linux, not that i've tried any map editors).
Sure, that might be the lowest effort route -- but what fun is that?
A Few Things
Gtk On Os X doesn't really work.
I find it works perfectly well for me. Evidence thereof:
Are all of you folks trying on intel macs? It could conceivably be broken on them, and I wouldn't know as I have a G4 powerbook... check the redsaurus site for a intel version?
On top of that, I don't know if you can shoehorn it into editing Quake 1 maps, although there usually are ways to do that.
Sure it can, the method is almost the same as how you would do it on a PC ( http://necros.planetquake.gamespy.com/gtkrq1.html
), except that you have to open up the application package radiant is bundled in to get at the .game config file. (this is for gtkradiant 1.4)
For what it's worth, I myself am working with the fitzquake source to get it to compile on OS X (and later on, linux) so that we have a decent engine to work with.
This is fantastic! The existing options for an OSX enhanced glquake are good for what they are, but limited. There are faithful ports of vanilla glquake, as well as nehahra and darkplaces. DP looks fantastic with its completely rewritten renderer but runs much slower for me on high r_speeds maps than the "reference" original glquake. I like nehahra (ported by pOx) for a good mix of features and fidelity, but its limits are not high enough to play some new maps (it's based off the original nehahra.exe, you see, not aguire's more recent work).
To the original poster:
Quiver works in classic for me, but make sure not to enable 3d accelerated viewport rendering which causes all the selections and cameras to go wacky (it's much worldcraft 1.6 in that regard). I wouldn't use the builtin build tools either, as they are slow and limited in most every way. What you want are pOx's eUtils:
They handle complex geometry quite well, and support hint and detail (as solid and pass-through) brushes. It would be great if somebody ported these features to a pc q1 map compiler, as they are very useful.
This is a shot of my radiant game selection screen, with quiver in classic mode in the background, with a pretty abandoned map chunk loaded:
willem: one brush operation that gtkradiant does very poorly but quiver did fine is skewing groups of brushes. Radiant will freak out and send your brushes all jagged and off the grid, but quiver treats the whole selection as one unit.
I appreciate the efforts willem is putting into a native effort, but until it's ready, I will continue to advocate the trio of solutions that are highly proven in my eyes: gtkradiant, pOx's eUtils, and Nehahra. It's the best of all worlds.
makes me a bit sad I don't have a mac to map with. It's looking really great already.
Worldcraft is still a nice editor for Quake mapping, but it hasn't been updated in so long, and never will be :(
I'm on an intel mac. GTKRadiant doesn't work properly, and truthfully, I can't be bothered to put a lot of effort to set it up. It's still an application that doesn't conform to any of the Apple GUI Guidelines and works very differently. I just don't want to use it, even if it were possible to get it to run on Intel hardware.
Regarding Fitzquake, it's coming along rather nicely:
Woot! Nice work, SleepwalkR! It'll be great to have a modern engine to run the newer maps on...
Awesome! So you're adapting fitzquake to use SDL? If you want a hand with linux porting or testing, I'd be happy to help.
I might get back to you on that. Thanks!
Beta Time Almost Here
Hey, I'm getting close to wanting to have real people try to use this editor so if you want to test ToeTag for me (with full knowledge that it may do something horrible to your level/life), send me an email about it.
I have a few guys on the list already but more couldn't hurt!
willem at wanton hubris
Looking forward to testing it.
The same goes for Fitzquake, actually. All that's missing now is sound, and I hope to get that done today. I'll post beta versions for OS X and Windows tomorrow, if all goes well.
OK, so does this work for anyone besides me:
This has a few known bugs and some performance things I need to address, but it SHOULD basically work. Since there is zero documentation at this point it'll be a little tough for you to decipher what's going on but since I'm using the Sparkle framework it should be easy for you to get new versions (just choose "Check for Updates..." on the application menu) or tell it to check every time ToeTag starts up.
That's it! Please let me know how horribly it crashes on your machines.
Forgot to mention that it requires Leopard.
Forgot to mention that it requires Leopard.
I think it'd be better with more Cowbell instead.
but i didn't have quake installed so i couldn't launch the editor...
maybe you should let the program start even if quake isn't installed.
and on that note, how *do* you get quake running on mac? :P
Well, here's my original post on the topic:
I know that SleepWalkR is doing a port of FitzQuake so maybe you want to wait for that instead. Dunno. :)
And yeah, I guess I could let you start it up without Quake installed but then I have to have a bunch of extra error checking code within the editor when it goes to do various things. I'll think about it.
Quake On The Mac
There is a decent port called Fruitz of Dojo. It's a very faithful port that looks like the original GLQuake:
The SDL version of Fitzquake I'm working on is coming along nicely. Everything works except for TCP/IP networking, at least on the mac. I'm working on getting it to compile on Windows and Linux, and when that's done, I'll release a beta for those platforms.
I think you should make it usable on most all OS X at least to 10.4.0 You said modern apple machines and mine is modern. I didnt know modern meant the last 10 months. =\
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