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Jos Wilson edited this page May 6, 2018 · 3 revisions

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The current Graphics Engine Setup

  • 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 : .....

Conversion of Maps from .skp (Sketchup) to .Stl to .Map Files

  • 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/.
  • 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.
  • Once u loaded the Pyramid.skp file into Sketch up convert it to a Pyramid.stl file.
  • A Note of caution here, ** Low detail maps in Sketch up has very little details and is just a picture wrapped around a few blocks, this does show us the power of the graphics engine when it comes to textures, but we need a fair amount of details. ** High detail maps are awesome for they contain a large amount of detail on the structure, but sometimes to much detail for a game engine to render real-time, and to convert all those vertexes to brushes could be tiresome. ** Preferably you want a map that's somewhere in the middle, just enough detail to get u playing
  • 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.
  • 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.
  • Blog refs : .....

Create BSP files for the Map

  • 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.
    • Q3Radiant (Original Quake 3 Editor)
    • GtkRadiant (Mostly recommended)
    • NetRadiant 1.5.0n (Note all the Radiants are different GUI's on the Q3Radiant Engine - the Quake 3 Editor Engine)
    • 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

  • Do the single bsp and the Single Light one only to compile usable map in Quake3, the Single Viz, can only be done once we have fixed all the leaks and converted the vertexes to brushes.

  • 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.

  • 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.

  • (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!!!]

  • I added some cladding at the (Picture example), this is not added on the vertex, but is a brush with the picture on it overlaying the vertex wall, once all textures are in we replace the vertexes with the brushes.

Upload Map files into the Graphics Engine

  • 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.

  • (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))

Run Quake Desktop:

  • 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.

Web Host Your Map

  • U need to have a editor for this I use Visual studio Code :

[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. JetPack, ....]

Contribute

  • In Play contribution
  • Map Contribution
  • Engine Contribution

Acknowledgements

  • Id Software
  • Sketchup & Artists.
  • Blender
  • Radiant(s)
  • quake_webgl

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