[Gtkradiant] [Bug 89] implement Quake 1 support

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Sat, 29 Mar 2003 15:40:44 -0600


------- Additional Comments From havoc@telefragged.com  2003-03-29 15:40 -------
I have made q1.game and synapse.conf files myself for the purpose but haven't
found the time to work on the plugins side of it.  (or test them in any way,
given that they require some new plugins)

I discussed q1 support with SmallPileOfGibs a bit and found out that he has
already done mdl loading, so that's off the list, I also asked him about the
status of parsing QUAKED comments from a directory of .qc files and he said the
code for that has been somewhat changed to only read one .def file, but that
it's not hard to add such, so that's looking pretty easy too...

I'm disappointed with the handling of .wad loading though, any wads mentioned in
the worldspawn should automatically be loaded (like all the q1 map editors do),
but that's a lower priority problem to solve later.

The HL wad3 format is sufficiently different from Quake wad2 format that the
loader probably needs a bit of work. (just with regard to lump headers
containing filenames in wad3 but not in wad2, and the fact wad3 has a hacky
palette tag stuck on the end of each miptex)

I have not inquired about the status of pak archive support, but I noticed that
the game files seem to only expect to have one archive format supported by any
given game, and quake had two very different types of archive.  (wad and pak,
though I hesitate to call wad an archive as it's really just a texture
collection, and has no file extensions, making it even more odd to consider it
an archive)

The .map format should be trivial, the only really notable things are: no
support for patchs, no support for brushprimitive texturing (thus texturelock
tends to be a bit limited), no support for flags of any kind (this means no
detail brushes), no support for triangle soups (embedded models, terrain,
whatever).  Same restrictions as HL except for the lack of brushprimitive
texturing (HL has that in the newer editor, I have not taken the time to examine
how it stores those in it's .map format).

I'm the author of the hmap utilities (hqbsp/hvis/hlight, available at my
website: http://icculus.org/twilight/darkplaces/ ), which may be suitable for
the q1 game pack.  (but any others work, of course)