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Creating bsp files (Quake 2 and Quake 3 levels)?

Started by November 27, 2003 03:39 PM
6 comments, last by DevLiquidKnight 21 years, 2 months ago
I was wondering what peice of software is required to make quake levels (.bsp files). Mainly because I would like to make one for my engine but I am unsure of what tools are used to do so? Does anyone have any locations download urls or somthing in which I can find this information? I have 3ds max and milkshape 3d im just not sure how to make the bsp file... Thanks coder requires 0xf00d before continue().
Killer Eagle Software [edited by - DevLiquidKnight on November 27, 2003 4:43:01 PM]
Look here.

http://qeradiant.com/
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I tried that but I dont have quake :/ lol
Take a look at this open source project.
It is for quake 3, but it''s open source and has links to several articles describing the techniques and algorithms.
I''d kinda wish I didn''t have to "code" my own modeling program. Thats alot of work :/ surely there must be somthing I can use?

coder requires 0xf00d before continue().

Killer Eagle Software
I used to use a qeradient variant allot to make maps for VTMR. You would save your maps as a ".map" file and the editor would compile those into other files for the game to use(lightmaps, visibility etc...) The ".map" files were just plain ascii text. If I remember correctly, they were basically just a list of sectors and the brushes in those sectors.

qeradient has been around for a long time now. I think since quake 1, and it has been used to make maps for a ton of games. Someone has probably written something about parsing these files for your own use by now?
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QuArK

Quake Army Kinfe

Ya know, QuArK

:-]
"Let me just ejaculate some ideas"
hey now thats helpful

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