[Gtkradiant] Quake 1

Forest Hale lordhavoc at ghdigital.com
Wed Oct 22 21:49:29 CDT 2008

There are several Quake map compilers, I maintain hmap2 which is a merged tool (contains qbsp, vis, light, bspinfo, bsp2prt in one executable which is launched with a commandline option to choose
which tool to use).

There are also tyrqbsp, treeqbsp, and a few others, and several different light utilities and a couple vis utilities.

Here is the hmap2 repository browser: http://svn.icculus.org/twilight/trunk/hmap2/

You can check it out with:
svn co svn://svn.icculus.org/twilight/trunk/hmap2/ hmap2

Note this codebase has several enhancements, such as compiling maps up to 1000000000 units in each direction, colored lighting (.lit files), deluxemapping (.dlit files), several types of light source,
transparent water (during the bsp phase or the bsp2prt phase), reading of q1, hl, q2, q3, q3 bp, and doom3 .map formats, and some other features.

Mihai Drăghicioiu wrote:
> Hi everybody! I'm trying to learn how this whole BSP thing works...
> I'm starting with Quake (1), and then I'll move on to the new ones...
> So far I think I figured out how collision detection works with quake
> maps, but I'd like to know how those bsp files are compiled... that is
> -- I'd like to look at the source of the bsp compiler... I've googled
> a bit but I can only find compilers for quake 2 and quake 3... any
> idea where I could find the compiler for quake 1?
> Any other suggestions are welcome... like should I bother with quake
> 1? or should I start with 2 or 3? I'm planning on making a little
> demo, and if possible, export the maps from blender, then compile the
> bsp
> Thanks,
> Mihai
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Author of DarkPlaces Quake1 engine and mod
"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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