sounds good. At 09:58 AM 12/10/2006, Guitar Babe wrote: > Hi All, happy Saturday! Well, I have a few more thoughts on my earlier post. > > First of all, I realized after I sent that along, that the bsp file created > with the system I mentioned must be compiled and run on the fly, with the > game constantly restarting with the new .bsp file, which though doable, would > be tedious / time consuming in the long run, so I'm opting for another > solution unless someone has any ideas or suggestions that will work with my > last idea. > > I'm thinking now, of simply creating an editor from scratch perhaps in > visual basic or C++ or some such, which would incorporate some of my earlier > ideas, and work in a grid style and still have the player's vantage point in > simulation. In other words, the player would be able to look left or right / > up or down and be told what is there, I.E. a wall, a door, open space, etc. > The rest of the map creation could go along as I'd mention last night, with > the player being able to add sections of hallway in essence to create rooms > and halls etc... > > The resulting file could be saved as a .map file and then compiled with a > current utility package for such... > > What do you all think?... > >Oh, btw, my apologies, but in case anyone had trouble finding either of those >files I'd mentioned last night, they're in the editors folder... :) Sorry >about that!... > >Anyway, have a wonderful Saturday! and talk with y'all soon!... > >Smiles and Happiest of Holidays!!! > >Cara > >At 04:51 AM 12/9/2006 -0800, you wrote: > >> Hi Ken et al' >> >> Ken can you send along that info again? Thanks so much. >> >> Now, as for my earlier post on map editing, I've uploaded a utility to >> decompile a Quake 1 2 or 3 bsp into a .map file. >> What this means is that you can now create a text file of a map's >> structures (I.E. walls and such) and entities which you can then edit / >> compile into a Quake map. So, in other words, this is a first very simple >> step in creating one's own maps, either from scratch or based off of others. >> >> For those interested, there are two files at: >> >>http://tbrn.net/modgirl >> >> -that you may want to download. The first is Qmapspec.zip which is an html >> file which goes over all of the map specs which go into a Quake map. and >> the second file is WinBspC.exe which is the file which can convert the bsp >> file into a .map file. >> >> At this point, I haven't worked with creating the .bsp file from the map >> file, but I'll let you know when I do. I'll also see which compiler / >> creation tool might be the easiest. >> >> Please be aware, that some map authors DO NOT want their maps decompiled, >> so please please please don't use this utility to go against their wishes. >> Thanks so much... >> >> Now, as for a map editor, I have some ideas that I'd like to throw out here >> as I'd love some feedback on them. >> >> First, I'm thinking that a simple editor might actually be able to be coded >> from within Quake C, with only a small bit of coding from within the pearl >> of the AQ mod and the C of the zQuake engine itself. In other words, one >> could create a map from within the game as it were, and place walls and >> objects and such relative to their position as they moved, much like the >> position mod does now. The output could (rather than be written to the >> console) be written to another file which could become a .map file and then >> be converted into a bsp file. >> >> Second, one way of doing this, could be to allow for the creation of >> predefined sections of hallway as it were, as the player moves in three >> dimensions. In other words, one could set a certain amount of height, >> (let's say 100 units) which would then be used for each face of the hallway. >> I.E. the floor would be 100 units wide and long, the walls would both be >> 100 units high and long, and the ceiling would also then be 100 units wide >> and long. This would be placed around the player, and then as they move >> ahead, another 100 unit section of hallway could be placed to join the last >> one, and so on until the player has created a hallway. >> >> In order to create a large room, then, the player could simply adjust the >> amount of units to work with, to say, 500 and then you'd instantly have a >> room at the end of your hallway. Of course, the program itself would be >> responsible for joining the edges of the walls and such, but that's easily >> done providing the math is relatively easy, which it would be, as it would >> be managed by the code itself. Does this make sense? >> >> One could then rather easily have a number of other predefined options in >> place as well, to choose from, such as terminating the hallway with a plain >> wall, a wall with a door in it, just a door, or nothing at all, as in the >> above, where they'd go on to add more hallway or a room or such. >> >> For a starting point, there could be a simple large non descript map >> template of sorts to begin with and the player could go from there. >> >> What do people think of this idea? >> >> I don't think this would really be all that difficult to code, however, I >> myself, don't have the knowledge of the engine to do this at present, and >> also don't know exactly how the info that is spoken from the console is >> output, so I'd need to know more about this first, before I could think of >> starting to code this. :) I'm wondering if anyone might want to help out >> with this sort of thing?... >> >> I'm assuming this will take some knowledge of C / QC / pearl to accomplish, >> with the way AQ is coded now. I think it makes sense to use the game's own >> interface to work with this, don't you? >> >> Anyway, any thoughts anyone might have on this would definitely be >> appreciated. Thanks so much for reading, and have a great weekend!!!... >> >>Smiles, >> >>Cara >> >>At 04:26 AM 12/9/2006 -0500, you wrote: >> >>>I looked for this extensively, and have never found mention of binding >>>numpad keys. See my earlier posts about the keychanger function I developed >>>though and you won't need those extra keys--the shift key changes the >>>function of every other key you want it too. If you haven't read or can't >>>find that post, let me know and I'll post it again. >>>Ken Downey >>>President >>>DreamTechInteractive! >>> >>>And, >>>Coming soon, >>>Blind Comfort! >>>The pleasant way to get a massage--no staring, just caring. >>> >>>----- Original Message ----- From: "Mark BurningHawk" <[EMAIL PROTECTED]> >>>To: "Matthew Tylee Atkinson" <[EMAIL PROTECTED]>; "AGRIP User and Developer >>>discussion list" <[email protected]> >>>Sent: Friday, December 08, 2006 3:08 PM >>>Subject: [AGRIP-discuss] binding the num pad keys >>> >>> >>>>Can someone PLEASE tell me if there's a way to bind the number keys on the >>>>right side of the desktop keyboard to Quake functions, such as turning and >>>>so on? If it's not possible, someone who knows can tell me this and I'll >>>>finally shut up about it. *grin* >>>>Thanks >>>> >>>>----- Original Message ----- From: "Matthew Tylee Atkinson" <[EMAIL >>>>PROTECTED]> >>>>To: "AGRIP User and Developer discussion list" >>>><[email protected]> >>>>Sent: Friday, December 08, 2006 12:02 PM >>>>Subject: Re: [AGRIP-discuss] map editing >>>> >>>> >>>>>I find what you've achieved so far with QuArK to be fantastic! I am >>>>>still working to open the project up as much as I can in it's current >>>>>state so that people can make their own builds of it, but I have had >>>>>plans for some time to make an accessible map editor. This ties in with >>>>>the rest of my research, so should happen in the next year or two. >>>>> >>>>>best regards, >>>>> >>>>> >>>>>-- >>>>>Matthew Tylee Atkinson <[EMAIL PROTECTED]> >>>>>_______________________________________________ >>>>>AGRIP-discuss mailing list >>>>>[email protected] >>>>>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. >>>>>Version: 7.1.409 / Virus Database: 268.15.15/580 - Release Date: 12/8/2006 >>>> >>>>_______________________________________________ >>>>AGRIP-discuss mailing list >>>>[email protected] >>>>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.1.409 / Virus Database: 268.15.15/579 - Release Date: 12/7/2006 >>> >>>_______________________________________________ >>>AGRIP-discuss mailing list >>>[email protected] >>>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss >>> >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.1.409 / Virus Database: 268.15.15/580 - Release Date: 12/8/2006 >> >> >>-- >>No virus found in this outgoing message. >>Checked by AVG Free Edition. >>Version: 7.1.409 / Virus Database: 268.15.15/580 - Release Date: 12/8/2006 >> >> >>_______________________________________________ >>AGRIP-discuss mailing list >>[email protected] >>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss >> >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.1.409 / Virus Database: 268.15.15/580 - Release Date: 12/8/2006 > > >-- >No virus found in this outgoing message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.15/580 - Release Date: 12/8/2006 > > >_______________________________________________ >AGRIP-discuss mailing list >[email protected] >http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
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