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- I'm currently running the map under the Quake 3 Arena Engine (https://github.com/id-Software/Quake-III-Arena), since this is just an excellent open source game graphics engine.
- For the purposes of Go Pyramid you only need the binaries, Quake 3 Arena can be obtained from a lot of places on the internet legally without any cost. I downloaded mine from http://www.oldpcgaming.net. (Note: Select the setup inside Quake 3 folder not the one in the root, think this worked on older platforms). This was the original release of Quake 3 Arena and it will still ask u for a CD-Key.
- Next step is to download the Quake 3 Arena Point Release v 1.32 and install this on top of the original version installed in the previous step (I got mine it from www.fileplanet.com).
Blog refs : .....
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I enjoy Sketchup since I feel it's one of the best 3D graphics editors out there, u can register and use there online version for free at www.sketchup.com . They also have a large set of starting samples in the 3D warehouse at https://3dwarehouse.sketchup.com/.
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When it comes to the pyramids of Giza there is plenty to pick from, I used one I believed will not be to heavy on graphics processing. I used the this one https://3dwarehouse.sketchup.com/model/27237fdaf55dd58ff0725315050aa28f/Great-Pyramid-of-Giza-with-internal-structures-to-scale from Finnian O.
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Once u loaded the Pyramid.skp file into Sketchup save it as a Pyramid.stl file.
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Once u got your Pyramid.stl file u need to convert it to pyramid.map file. Again plenty of apps to pick from, I decided on Blender (2.79b) since it comes with a Quake 3 map exporter plugin.
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You can get blender from here : https://www.blender.org/ and u can download the plugin from github at https://github.com/sambler/myblendercontrib/tree/master/io_scene_map to export to the map, please check the site for how to add to blender + export.
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Blog refs : .....
- The pyramid.map file u created is now a direct translation from the sketcup file, but note that sketchup store it graphics in vertexes (collection of 3 points in space, while game graphics engines prefer brushes collection of 4 points in space, thus to be more block orientated to enhance the game play.
- To Create this game play file u will need a Radiant tool of some sort to compile it into BSP format, I recommend any of the following, I used NetRadiant 1.5.
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- Q3Radiant (Original Quake 3 Editor)
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- GtkRadiant (Mostly recommended)
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- NetRadiant 1.5.0n (Note all the Radiants are different GUI's on the Q3Radiant Engine - the Quake 3 Editor Engine)
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- Trenchbroom 2.0.2
Net Radiant comes with a BSP exporter, but also registers your component in quake via Q3Map2(...) which is handy, it creates a Pyramid.pk3 file, which the Quake 3 engine uses. [Need details on Q3Map2 here!] Open the pyramid.map file in NetRadiant Build Types: *Full Build = Single Bsp + Single Viz + Single light where : *Bsp contains the structure (also file extension but viz and light gets added to Pyramid.bsp as well) *Viz only render what I can see. *Light renders the Lights
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Do all 3 to get full game ready in Pyramid.bsp file.
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Note u will get tons of MAP LEAK errors if it is a new map, due to the conversion. The Point is to Explore (Play) while u fix these errors, so for now just bypass them and build a Hollow box in GtkRadiant or copy it from the example map, then put your map inside this box. U can then get your map going in Quake 3 and fix these errors as u design.
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Remember to also add lights if u do the single Light build, else its pretty dark when u play, also add a Player_info_start entity, else the map won't start.
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(If your map from Sketch up is to big, you'll have to straighten out the map and fix all map leaks first, else it will probably use to much memory - [Details!!!]
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Once u got your bsp file u need to add it to the game engine, u could just copy it to the baseq3 folder and it should work, but we need to do setups for these [Details!!!]. Where skipping these for now and just call make .pk3 via Build Menu in NetRadiant.
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(Note this should auto add the map to quake,It could fail if QMap32 generated command points to game directory, instead of base, if u get some texture issue,make sure ...Radiant links to the game directory C:\Program Files\Quake III Arena - u can config Quake 3 under Quake 2 in netradiant options))
- Escape when asked for CD Key then press ` (tilda key), this brings up command window:
- type /map Pyramid
- It should connect to your map and u can explore - check [Troubleshooting] if not.
- Note u need to crouch in some places going down the well.
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U need to have a editor for this I use Visual studio Code :
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Go to GitHub project github.com/inolen/quakejs and complete, register your map [Details!!!]
[Page that explains how to add textures - WADS] ['Weapons' in Archaeology mode: 1.Info 2.Translate 3.Authenticate, 4.Existing, 5.Bookmark, 6.Upload, 7....]
- Id Software
- Sketchup
- Blender
- Radiants
- QuakeJs
[Focus on Archaeology]