Q3map2 For Mac

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What is Q3Map2? Q3Map2 is an enhanced command-line BSP compiler program for games powered by Quake III Arena engine. Originally developed Q3Map2 as a simple bug fix for the original Q3Map program released by id Software under a GPL license, but has since evolved far beyond that as new features were added. Today, Q3Map2 is used as a full replacement compiler officially used by game developers and modders alike. Q3Map2 is an open source software protected under a GPL license. It is not officially supported by id Software. Supported Platforms:.

Quake 3 Arena. Quake 3 Team Arena. Quake Live. Return to Castle Wolfenstein. Wolfenstein: Enemy Territory.

Urban Terror. Star Trek Elite Force. Star Wars Jedi Knight: Jedi Academy.

Star Wars Jedi Knight II: Jedi Outcast. Soldier of Fortune II. Tenebrae. Tremulous. Nexuiz. Open Arena.

War§ow. Features:. Co-planar brush face culling. Optimized lightmap calculations.

Lightmap radiosity. Coloured alpha shadows. Scalable lightmap resolution.

Mod support for many Q3A-engine games. Support for multiple suns. Support for a wide range of model formats.

Lightmapped models. Lightmapped terrain. Lightmap bumpmapping. Vertex alpha control for texture blending. BSP to ASE or MAP conversion.

Phong shading. Foghull distance clipping support. Lightstyle support. Penumbra sun effects. Portal sky support.

Ambient occlusion 'dirty' mapping.

Generally, mapping tutorials are found in the. On this page, a structured overview is given. Before we start, a word of caution: If you consider creating a map, make sure you have the time and motivation. Mapping takes a heavy toll on both!

Here's a list of steps and corresponding tutorials that you need in order to get started. Map editing First, you need to install the necessary tools to get started. Install and setup a map editor.

Map editors are 3d-based editors for.map files. You have the following choices. (the original from id; cross platform):,.

(successor or GTKRadiant; cross platform):,. (fork of GTKRadiant; cross platform):. (QuakeArmyKnife; Windows only): The Radiant family of editors are obviously quite similar, however they differ in terms of stability and how far Smokin' Guns is supported out of the box. You should also download and use the, which consist of an exemplary Radiant configuration file, the Q3Map2 compiler for Windows and many.ase models, which are used in various Smokin'Guns maps. Map compiling With an editor, there usually come the Q3Map2-Tools, i.e. q3map2.exe (or q3map2.x86), and possibly. bspc.exe Q3map2 is required to compile a given.map into a.bsp file, which is the binary format used by the game engine, while bspc.exe is used to create a.aas file for bot navigation from a given.bsp file.

To understand how to compile a.map into a.bsp file, read these. Please note, there might be minor differences regarding the Q3Map2-Tools among different editors. For example, if you have problems with non-climbable ladders, an incompatible Q3Map2 compiler could be the cause. In such a case, you could use the official Q3Map2 bundle.

Map packaging Resources such as textures are bundled together with.bsp files to.pk3 files. Essentially,.pk3 files are just.zip files whose suffix has been renamed.

You need to figure out how to use your favorite.zip program to create.pk3 files out of.bsp files and other resources. Try to reverse-engineer exiting.pk3 files by looking into them. For instance, try to extract the files of. Testing your setup Download an existing.map file and load it in your editor. Are the textures shown?

If not, have you specified the correct paths? Try to compile your test map. If you have no other.map file, use the one included in.

Understand some more of the technical backgrounds There comes a time where you need to understand some of the technical backgrounds regarding map compiling and packaging. This time will arrive rather sooner than you think. Read tutorials about the map design, the compile process as well as packaging. Map design.:,. SG-specific information:,. and.

Q3map2 For Macbook Pro

Design your map - from coarse to fine If you're starting without a plan what your map looks like, if you're building your map at full detail one part at a time, if you're not play-testing your layout before spending lots of time texturizing everything, YOU'RE DOING IT WRONG! As mentioned above, mapping does take a lot of time, so make a plan and test it as early as possible. Only in early design stages, design faults can be corrected without wasting several days of work.

Creating a map is a difficult technical process which ideally should in no way treated differently than any other engineering task. Have you ever heard of a company that builds houses or bridges without plans? Make sure (the layout of) your map is fun to play before you go into detail. Always place function over form. Would rather play a slightly less-good-looking but interesting and versatile map or a map which looks nice, but which is fundamentally flawed?. Solve problems, Optimize, Finish your map.

Optimization:,. Beautification: This is probably the hardest part. You'll encounter many difficulties you didn't anticipate such as mindless bots getting stuck everywhere or not moving at all. Progress is slow and you run out of time and motivation. Don't resign - you can always ask for help.

There are encouraging examples of mappers helping each other out, so don't be afraid to. As a mapper, you need feedback, usually as early as possible. If you have a working.pk3, even if your map is far from being finished, play-test it with your clan mates. You could also submit your map to to play-test it publicly. Consider also to include the source.map file into your.pk3.

Publishing the source does not give your rights away. Your map is still yours, but an experienced mapper could take a look at it and give you hints. Please also think of licensing.

You probably want your map to be played, so you'll have to allow distribution. As long as you're around, you surely do care for your map.

Q3map2 for mac os

However, please provide for the day you're no longer interested or no longer have the time. Consider to explicitly allow to use your work and to improve upon it, once you're no longer around.