[Gtkradiant] Support for other games
Sebarnolds [Seb / Frip]
sebarnolds at hotmail.com
Wed Jul 18 07:28:00 CDT 2007
Hi.
Thank you very much for your answer and sorry for the late answer.
I didn't had much time to look at this as I am currently working on the .map
compiler to make it work again. Anyway it seems I didn't see the game
directory the first time which is why I didn't understand how to create a
"game" configuration for GtkRadiant.
I looked at the files and they seems pretty easy to understand for the most
of htem, but I think your informations will be of great help when I'll work
more on this.
As I said, there is currently no documentation about all of that and I think
that, with little work, your post could be put somewhere in the GtkRadiant
archive (even in a text file). It could be a good starting point for people
like me trying to create / modify a "game" configuration.
Sebastien
>From: Forest `LordHavoc` Hale <lordhavoc at ghdigital.com>
>Reply-To: GtkRadiant developer discussion
><gtkradiant at zerowing.idsoftware.com>
>To: GtkRadiant developer discussion <gtkradiant at zerowing.idsoftware.com>
>Subject: Re: [Gtkradiant] Support for other games
>Date: Fri, 06 Jul 2007 12:49:22 -0700
>
>You can adapt the Q1Pack for your needs then, it reads/writes that format,
>I also made it support textures outside of wad files though I'm not sure
>how well that works now (as I wasn't really involved
>in GTKRadiant 1.4 or 1.5 Q1Pack development, I developed it in 1.3).
>
>You might want to poke at the BSP Quake Editor
>http://www.bspquakeeditor.com/ also, since it deals in q1 formats like
>WorldCraft does.
>
>If you don't care about most of the Q3 map features such as quadratic
>bspline patches (a grid of 3x3 control point groups, similar to a bspline
>patch except with alternately hard/soft rows/columns),
>brushprimitives texturing (allows texture lock to work on rotation and
>scaling), and the detail flag, it's just a matter of parsing two extra
>values after the s/t scale values, and the fact the
>textures are all full gamedir-relative paths rather than pathless
>filenames.
>
>You can also take a look at my parser in hmap2 which reads
>q1/hl/q2/q3/doom3 .map formats (although it skips the quadratic bspline
>patches), it even handles mixed formats for what it's worth.
>http://svn.icculus.org/twilight/trunk/hmap2/map.c?view=markup - look at
>ParseBrushFace
>
>As for the .game directory, I don't think there is any official
>documentation on this, and I can't really blame anyone for this fact as
>everyone involved is perpetually too busy.
>
> From my own tinkering I've gathered that you need these files in the
>GTKRadiant installation directory...
>
>General metadata:
>games/yourgame.game - defines various filesystem information, such as the
>name of the default data path (in this example I'll use data)
>
>Things that define menus:
>yourgame.game/game.xlink - this contains URLs to documentation on level
>editing for your game
>yourgame.game/default_build_menu.xml - this contains the commandlines for
>invoking your map compiler as shown in the menu, it can invoke multiple
>commands (by having multiple command tags inside the
>build tag)
>
>Things that go in your data/ directory (whether in GTKRadiant's
>installation or your installed game, I'll illustrate with GTKRadiant's
>installation here):
>yourgame.game/data/default_shaderlist.txt - if your game is 'quake3-like'
>(as defined in the games/yourgame.game file) in terms of having shader
>support you probably need this, it contains base names
>of .shader files that should be loaded (the scripts/ prefix and .shader
>suffix are added by GTKRadiant).
>
>And last but not least, your choice of QUAKED format (specially formatted
>comments) or XML entity definitions:
>yourgame.game/data/entities.ent - this in XML format (unfortunately with no
>DTD for validation), the format is self explanatory, just read a bit.
>yourgame.game/data/entities.def - this is in QUAKED format (as used by
>almost all quake editors), since the format is not completely intuitive
>I'll explain the basic format for box and brush enttiies
>here:
>brush entity: /*QUAKED entityname (R G B) ? [FLAG1 [FLAG2 [FLAG3 [...]]]]
>box entity: /*QUAKED entityname (R G B) (MINX MINY MINZ) (MAXX MAXY MAXZ)
>[FLAG1 [FLAG2 [FLAG3 [...]]]]
>
>If you have any interest in using other editors you'll probably want to
>stick to the entities.def format (more commonly called entities.qc in other
>editors), as almost all of them (excluding
>WorldCraft) use that format.
>
>As an aside, a fun feature of the entities.def format is that many editors
>can read a directory of source files (in .c, .cpp, .qc, or any other
>similar format) and extract /*QUAKED comments from them,
>I was very upset when this feature was removed from GTKRadiant as it makes
>maintenance of entity information in a changing codebase much more
>difficult.
>
>(Granted it requires the gamecode source to be installed as well, but as
>that is commonly part of a modding SDK that isn't a problem)
>
>Sebarnolds [Seb / Frip] wrote:
> > Hi.
> >
> > Thank you both of you, it seems that I missed the game directory, I'll
>have
> > a look at it next week (not time this week-end). Do you know if there is
>any
> > documentation / tutorial about all the files and their parameters (in
>the
> > *.game directory) ? I suppose I could learn by sample then, there are
>enough
> > game configurations...
> >
> > About the compiler, in fact, I already have a compiler for the .map
>files
> > produced by Worldcraft (quite old). I noticed differences in the .map
>format
> > of the two applications, but they shouldn't be too difficult to spot.
> > Anyway, if anybody has information / links about these differences, they
>are
> > more than welcome to share them.
> >
> > Sebastien
>
>--
>LordHavoc
>Author of DarkPlaces Quake1 engine and mod
>http://icculus.org/twilight/darkplaces/
>"War does not prove who is right, it proves who is left." - Unknown
>"Any sufficiently advanced technology is indistinguishable from a rigged
>demo." - James Klass
>
>
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