Game Development Community

Quake Map (GtkRadiant) support added to Map2Dif

by Tim Gift · in Torque Game Engine · 12/04/2001 (9:28 am) · 14 replies

Map2dif now supports Quake map file format parsing using the -q ver option. This support was added by Lewis Bruck who is using GtkRadient to build TGE interiors.

To try this out, you'll need to update to the head revision in CVS, and rebuild the map2dif tool. I don't have any details on setting up or using GtkRadient, but maybe Lewis will post about it :)

#1
12/04/2001 (12:47 pm)
Does this mean we can use any quake editor that does plain Quake map format? If so, I LOVE YOU!!!! :)

/runs away to dust off his old BSP quake editor
#2
12/04/2001 (4:43 pm)
How does this work with Quake like curves ?
#3
12/04/2001 (6:18 pm)
The new -q option line says it supports Quake map file version 2 & 3. I assume curved surfaces are ignored. I haven't tried it, so I'm not sure how entities are handled, such as lights, portals, etc. Seems like we may be able to import some Quake maps with a little work.

Thank Mr. Bruck though, it's all his doing :)
#4
12/04/2001 (9:06 pm)
Does it work?????????

by the way, thanks Mr. Bruck

It's been a real honor to be in the company of a true professional.

You deserve a statue.

Scott
#5
12/05/2001 (2:52 pm)
So how exactly do you use this? -q 3 (for quake 3 map) or -q 1.1.1 (for version 1.1.1 of Gtkradient)?
#6
12/05/2001 (4:28 pm)
Better be ready to pay ID software a fee for using it. Else you face problems later down the line, and the ID law machine chews you up. Quark is a better tool anyway.
#7
12/05/2001 (4:50 pm)
I thought it was free to use as long as you didnt use any of their textures and didnt need to change any of the code.
#8
12/05/2001 (6:03 pm)
Thanks for the kudos :-)

Use -q 3 to handle the GtkRadiant map format.

It only handles polygonal brushes (no curved surfaces). I've tried setting up a Torque profile for point entities, but I got sidetracked trying to figure out doors and then Dark Age of Camelot came out...

I'll write up a short discussion of issues: point entity support, texture management (in and out of WD3s), and anything else I can come up with.

I'm not (yet) familiar with the GtkRadiant license restrictions, but at the very least do not use id maps or textures in your own games :-)
#9
12/05/2001 (9:55 pm)
Just read the EULA carefully :)It explicitly stated commercial use without an agreement with them was bad news.
I deleted the tools from my drive when we switched engines so I can not regurgitate the law speak.
#10
12/06/2001 (8:58 am)
Actually GtkRadiant is an open source project. You can do whatever you like withit within the open source agreements.

The only thing you must not do is use id software copywritten maps or textures.
#11
12/06/2001 (4:37 pm)
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j. prepare or develop derivative works based upon the Software; or

k. remove or alter any legal notices or other markings or legends, such as trademark and copyright notices, affixed on or within the Software.


3. Permitted Uses. So long as this Agreement accompanies each copy you make of the Software, and so long as you fully comply, at all times, with this Agreement, ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications for operation only with the full version of the software game QUAKE III ARENA; provided, however, you shall not make any modifications unless and until you have agreed to be bound by the terms of the LIMITED USE SOFTWARE LICENSE AGREEMENT which accompanies the full version of QUAKE III ARENA. Other than the electronic copies permitted above, you may make only the following copies of the Software: (i) you may copy the Software onto your computer hard drive; (ii) you may copy the Software from your computer hard drive into your computer RAM; and (iii) you may make one (1) "back-up" or archival copy of th
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#12
12/06/2001 (5:20 pm)
And you needed to include the full license... why?
#13
12/06/2001 (8:40 pm)
In the interest of not violating the GtkRadiant EULA, I will refrain from posting information about configuring GtkRadiant to work with Torque. I will try to get on the GtkRadiant development mailing list and see how the EULA interacts and might change with the GtkRadiant development goals of being open source and multi-game-aware (just id games? just id engine games?). I had forgotten (or missed) that TTimo moved from Loki to id.

I think the map2dif changes are not polluted because they are usable by other map editors that might generate Q3A-compatible files.
#14
12/06/2001 (9:41 pm)
While QERadiant is available to everyone, if you're using it for commercial purposes that doesn't fall within the allowable uses contained within the EULA. Commercial use would require a separate license agreement with us. We offer these, starting at $5,000, but there's really not a requirement to sign a license before any commercial title is released.

That is from CEO Todd Hollenshead, if you need to ask for your project his email is toddh@idsoftware.com