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InsideQC Forums • View topic - using trenchbroom for q2map

using trenchbroom for q2map

Discuss the construction of maps and the tools to create maps for 3D games.

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using trenchbroom for q2map

Postby ceriux » Wed Jun 01, 2016 10:32 am

hey i was curious if anyone could assist me in what i need to know in order to use trenchbroom to make maps in the quake 2 format?

what is the texture format? are the textures placed into a wad like q1bsp and hlbsp?

what about a fgd? how do i define my entities for use in the editor?

what kind of compilers should i use once my map is finished?

anything different about q2 mapping i should know (compared to q1?)
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Re: using trenchbroom for q2map

Postby Dr. Shadowborg » Wed Jun 01, 2016 4:35 pm

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Re: using trenchbroom for q2map

Postby ceriux » Wed Jun 01, 2016 9:07 pm

hey , thanks for the reply. would you mind taking a screen grab or so of your folder hierarchy to show off how these files should be in your mod/id folder?
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Re: using trenchbroom for q2map

Postby Dr. Shadowborg » Thu Jun 02, 2016 8:27 pm

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Re: using trenchbroom for q2map

Postby ceriux » Fri Jun 03, 2016 5:09 am

sweet thanks!
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Re: using trenchbroom for q2map

Postby Dr. Shadowborg » Sat Jun 04, 2016 1:00 am

Tip of the day: -gamedir is your friend when using qbsp3 and arghrad. (compiling in the maps folder) I didn't have it set in my buildmap.bat for qbsp3. (it WAS set for arghrad) Ended up spending the last three hours trying to figure out why my animated textures weren't animating, including trying to find bugs in my qbsp3 until I found out that the gamedir wasn't set correctly. D'oh! :shock: :lol: :oops:
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