Date: 13 December, 1997. ================================================== Title : Return to Stroggos - QE4 Testmap Filename : keybase3.bsp keybase3.map Author : Steve Fukuda Email Address : stevefu@unixg.ubc.ca Home page : http://www.planetquake.com/QuakeLab Description : Testmap of map made in QE4 as released by id Software Comments/How To information at bottom. Stir well. Installation : Place the keybase3.bsp file into c:\quake2\baseq2\maps. Run quake2 with: quake2 +map keybase3 Additional Credits to : id Software Preacher Oskilla =================================================== * Play Information * Game : Quake 2 Registered Version Map Name : keybase3.bsp Single Player : Yes, two monsters to shoot. Co-op : No. Deathmatch 2-16 : No. Difficulty Settings : No. New Graphics : No. ================================================== * Construction * Base : New level from scratch. Editor used : QuakeEd 4.0 by id Software Other Programs : QBSP3.EXE, QVIS3.EXE, QRAD3.EXE by id Software Construction time : 1.5 hours (5-8 hours setup and usage confusion prior to this) Known bugs : No exit, too cramped, only one room. ================================================== * Copyright / Permissions * Authors may use this level/map as a base to build additional levels and for general inspection. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. * Where to get this BSP * Within ftp.cdrom.com/pub/idgames2/quake2 * Comments * Well, this was just about the most trying editing experience...but it was worth it. Be patient. Be vewy, vewy patient...we're hunting wabbits - uh, nevermind. Here's some pointers on how this even came to be. I can make no guarantees that any of this is not the ramblings of a sleep deprived editing addict (who has yet to actually release a finished map, go figure.) I don't know the system requirements - I think it may work on 24MB minimum RAM, but I am not sure about this. The system I'm working on is a P166/32MB with no true OpenGL card (ie: a 3Dfx Voodoo Graphics card like a Monster3d will not do for QuakeEd4.) Also, the textures extracted from PAK0.PAK in c:\quake2\baseq2 will take up about 18MB of space. Assuming you have a reasonable system, There are several things you need to do: 1. Opengl95.exe - I think this can be obtained at the Microsoft website somewhere. 2. Unzip the entire Quake2 source zip into c:\quake2, and preserve all directory names as they come with the zip. Don't make up your own names or anything like that, I tried that and screwed everything up. Then again, I'm no expert. 3. In the c:\quake2\bin_nt directory that is formed, execute the opengl95.exe file, which will autounzip a bunch of files into that directory, various gl dlls etc. 4. In the c:\quake2\bin_nt\scripts directory (make one if it isn't there) put the file called quake.qe4 which you can hunt down (try c:\quake2\baseq2\scripts) 5. Edit quake.qe4 in a text editor and use (This is what Preacher of the Quake Editing Mailing List used, and it works for me too): basepath = c:\quake2\baseq2 rshcmd = "" remotebasepath = c:\quake2\baseq2 entitypath = c:\quake2\game\*.c texturepath = c:\quake2\baseq2\textures autosave = c:\quake2\baseq2\maps\autosave.map This assumes you haven't made up all kinds of strange names for your Quake2 related directories, you are best off working with the defaults all the way, as far as directory names and/or structure goes. It's very picky that way. 6. At this time, use Winpack (available at ftp.cdrom.com/pub/idgames2/utils and then look in bsp/pak tools subdir) to extract all or as many as you want of the textures (*.wal) from the PAK0.PAK that is in your c:\quake\baseq2 directory. These should be extracted into subdirectories automatically under c:\quake\baseq2\textures. Again, if it doesn't, set it up like this manually. Under this ..\textures directory you should have subdirs called \e1u1, \e1u2, etc. depending on how much you pulled out of the PAK. 7. I think at this point you can go ahead and double click on qe4.exe in the c:\quake2\bin_nt directory. It should load up. If something is missing, the program will tell you which file is missing. Make changes as appropriate. If your computer starts beeping wildly and crashes, or smoke emerges from the back, please don't ask, I don't know what causes those effects. 8. I have noticed that immediately after editing in QE4, exiting, and then running Quake2 with no additional parameters, that the screen goes to light gray/pink and the game runs fine - except that all you see is light gray/pink. After reloading Quake2 over and over (anywhere from 5 to 10 times) the game displays normally. This is probably some weird crap happening between the opengl stuff used for QE4 and the opengl stuff being used for the game. It goes away after a bit. Using QE4 however is a whole new world of head banging frustration, but you should be able to figure it out. The tricky bit is using the surface attributes dialog accessed by clicking on a texture in the browser and pressing S. This is important - otherwise you won't be able to play much will all that cool radiosity business, which make lighting many times easier than in Quake1. 1. If you have a 3 button mouse, you are in better shape than those without. The middle button can be clicked on a brush face to recall the surface/contents specific to that face. I don't know of any keyboard equivalent. 2. Assuming you can draw brushes and manipulate them in QE4, select a brush face by pressing CTRL-SHIFT-MOUSE1. Then click on the desired texture in the browser. 3. Press S. 4. There is a bit of documentation in the readmes that accompany the source package regarding what the various options do, but I'll just explain how you get the surfaces to emit light. 5. Click on 'light' in the Surf side of the dialog generated by pressing S. Then type in the desired intensity (bigger the number, the brighter it gets) in the Value field, and click on Apply. Click on OK. 6. Save. Save often. Save under sequential filenames. Just save. 7. Alternatively, to affect the whole brush, just SHIFT-click on the brush, which selects all faces and hence, the brush. You can also mess with texture alignment and texture scale by typing in and applying new numbers in the Surface/Contents dialog (S). Don't forget to compile with all three utilties: 1. QBSP3 then 2. QVIS3 and last 3. QRAD3 Good luck, and have fun, Steve Fukuda - Vancouver, B.C., Canada http://www.planetquake.com/QuakeLab