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
>>>>>
>>>>>
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>>>>>Checked by AVG Free Edition.
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>>>>
>>>>_______________________________________________
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>>>>
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>>>
>>>_______________________________________________
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>>>
>>>
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>>
>>
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>>
>>_______________________________________________
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>
>
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>
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