IOq3maptools

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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IOq3maptools

Postby onykage » Wed Mar 25, 2009 2:06 pm

Hello,

I recently released a gui front end tool that works as a connector between the level designer and the map compiler. I have plans to incorporate nexuiz into the tool, but I have been having issues with some of the switches that are passed and getting the map texture and shader data the compile correctly. I need to know a few details about how you compile a map built for nexuiz. You can read more here if you would like to know more about the project.

What I need to know. Some of this I think I know the correct answer but I would rather double check from those who know for sure.

-buildoptions = -meta -vis -fast -light -fastest -super 2 -filter -bounce 8 .. any others specific to nexuiz?
-game = gametype = ?
-fs_game = fsgametype = ?
-fs_basepath = engine path = ?
-default map path = ?

When compiling a bot file is there any other switches that are needed besides -bsp2aas?

Any other option or custom switches that are used or passed?

Many thanks for your time I appreciate it very much.
onykage
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Postby ai » Wed Mar 25, 2009 2:40 pm

Wrong category, moved it for you.
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Postby Strahlemann » Thu Mar 26, 2009 12:38 pm

This sounds like you want to redo q3maptoolz. The last update has been in 2007 but I still use it to compile my maps for Nexuiz. A better support for Nexuiz would be nice, although it's already possible to use all needed switches and options with q3maptoolz.
http://hro.planetquake.gamespy.com/quake_3/?p=5

To answer some of your questions:
definitely add the -deluxe switch to the light stage.
It's also very important to let the user specify all the switches that are used during the VIS/BSP/LIGHT stages (i can't tell from the screenshot if this is already possible)
The path variables should be set by the user.
The bots in Nexuiz don't use the q3 aas files for bot support. There is an ingame waypointeditor for creating the wayspoints the bots use in Nexuiz to navigate the map. So don't care about the -bsp2aas unless you want your tool to support games that use q3's aas files.

A nice addition would be to have a pk3-maker within the tool to create the mapinfo-file, add non-standard or missing textures, add waypoint file and pack it with the correct folder-structure. I'm thinking of something like the pk3maker that is part of the q3maptoolz. So you should definitely check it out.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby onykage » Thu Mar 26, 2009 2:56 pm

on my next big release im adding a pak maker for assembling maps in their entirety. Just select the map, do a build or load a previously compiled map and assemble it complete with levelshots/demos/scripts/models/ect. Im also working on a map versioning system. I want this tool to be so much more then just an assisted compiler. And the opensource gamers community needs someone batting in their favor when it comes to custom community driven contributions. So I believe by adding support for any and all games that use the engine, it makes doing something like this a little bit less of a tedious task. I know personally myself, when I was working on OA before I got tired of "you know who", I had a hell of a time getting maps to compile correctly. So, I dug out my old batch scripts, and it hit me to put all the functions ive used for years into one clean and simple app. I know there are other programs that do what this program does currently. And Im not tring to one up or out do anyone else, I just want to make my own personal contribution. And at the same time, mebbe make some friends doing it. I dont have time to game anymore, family life got me. So this is my attempt at staying in the game.
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