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Thread: mapping for quakelive

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    Junior Member agaures is on a distinguished road agaures's Avatar
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    mapping for quakelive

    I want to start mapping for quakelive, i hear the best thing to is to make a map for q3 and then convert it to ql but the main problem i have is that i don't have q3. Is there a way i can map for ql without q3?

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    Member BISTROMan is on a distinguished road
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    You need GtkRadiant and quakelivedec to convert your q3 map into a ql map. All you need to do is installing GtkRadiant. This will create a q3 folder (you might have to download the gamepacks too for it to happen). Then use quakelivedec to decode the .pk3 files from ql and just put them into the baseq3/ of the q3 folder created by GtkRadiant. You might need shaders, most of them are in the pak00.pk3, so just open it and extract the script/ folder into the baseq3. That's how you can map for ql without q3. You might need a mapmedia.pk3, I don't remember if this is included in the installation, but you can find it easily if it's not.

    And indeed, you make a q3 map with ql materials (texture, shaders, models and more stuff) and convert it for ql with the quakelivedec, but this really isn't much of a hassle.

    You can pm me on #radiant for more details.
    Last edited by BISTROMan; 07-26-2012 at 03:59 AM.

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    Senior Member Phlogiston will become famous soon enough Phlogiston's Avatar
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    ^ In addition I'd suggest getting a copy of ioquake3 or dfengine (open source versions of the Q3 game engine) so that you can test the maps easily without having to encode them for QL and open them from your browser each time.

    The only thing missing will be the Q3 textures, but since you want to map for QL, you'll want to use those textures instead anyways.

  4. #4
    Junior Member agaures is on a distinguished road agaures's Avatar
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    Ok thanks, i will try this. Btw what version of GtkRadient should i use?

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    Senior Member Phlogiston will become famous soon enough Phlogiston's Avatar
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    1.6.2 is the latest http://icculus.org/gtkradiant/

    works fine imo

  6. #6
    Junior Member agaures is on a distinguished road agaures's Avatar
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    Hey with gtk 1.6.2 it has this error when i try to run it, it says Failed to load project file. Please enter a valid project file. and then it wants me to browse for a project :\

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    Senior Member Phlogiston will become famous soon enough Phlogiston's Avatar
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    oO I did have this problem when I installed... think I got around it by using a .proj file from an older install... I'll ask in #radiant and see if there's an alternative method.

  8. #8
    Junior Member agaures is on a distinguished road agaures's Avatar
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    So have you got anywhere on finding a solution to this problem?

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    Senior Member Phlogiston will become famous soon enough Phlogiston's Avatar
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    omg I completely forgot about doing this....sorry!

    http://www.mediafire.com/?29nfrskw0rmmbb0

    There's a copy of my default_proj file - should be placed in <gtkradiant>/installs/q3pack/install/baseq3/scripts

    You'll need to edit the file in notepad or whatever and update the different filepaths to match where your game is installed etc

  10. #10
    Senior Member cityy is on a distinguished road
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    Just wanted to point out that the latest GTKradiant 1.6 build has QL support:

    Windows 32bit/64bit: https://s3.amazonaws.com/GtkRadiant/...6-20120827.zip
    Linux: https://s3.amazonaws.com/GtkRadiant/...0120827.tar.gz
    Linux 64bit: https://s3.amazonaws.com/GtkRadiant/...0120827.tar.gz

    How To:
    - Create a folder that looks somewhat like C:\Games\QL as well as C:\Games\QL\baseq3
    - copy your pk3s from %appdata%\id software\quakelive\baseq3 to C:\Games\QL\baseq3
    - start up gtkradiant 1.6; choose Quake Live from the game menu and point the engine path to C:\Games\QL (or whatever your folder is called)

    Optionally, you might want to merge your new QL folder with wolfcam so you can easily check out your map without having to pack and encrypt it every time.

    Edit:
    Note that the QuakeLive gamepack might still have a few bugs - if you experience any trouble post your issues here.

    Edit2:
    There currently is an issues regarding shaders using .png textures with alpha channels. QBall has put together a temporary fix: https://dl.dropbox.com/u/51983670/imagepng.zip

    10:18:19 [QBall] extract that to your gtkradiant\modules folder
    10:18:37 [QBall] backup then replace the files
    Last edited by cityy; 08-28-2012 at 02:24 AM.

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