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Difference between revisions of "Mapping tools"
From Quake Wiki
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* Bengt Jardrup's [http://user.tninet.se/~xir870k/ enhanced versions of TxQBSP/TreeQBSP, RVis, Light] | * Bengt Jardrup's [http://user.tninet.se/~xir870k/ enhanced versions of TxQBSP/TreeQBSP, RVis, Light] | ||
* LordHavoc's [http://icculus.org/twilight/darkplaces/download.html Hmap2] | * LordHavoc's [http://icculus.org/twilight/darkplaces/download.html Hmap2] | ||
− | * Tyrann's | + | * Tyrann's [http://disenchant.net/utils.html TyrUtils] - Windows and Mac OS X binaries, plus Linux/Unix supported via source. |
===Skip Removal=== | ===Skip Removal=== |
Revision as of 12:53, 29 March 2013
Mapping tools are devoted to the various tasks of Quake level development.
Contents
Level Editors
These are CAD-like programs used to construct and populate a level. They include tools to create and modify brushes, apply textures, place and modify entities, and set up simple scripting. Some of these programs have their own proprietary file format for saving levels, but they can all save or export your level to a map file, which is needed by compilers in order to generate a game-ready bsp file.
General Purpose Editors
Name | Supported OS | Author | Initial release | Latest release |
---|---|---|---|---|
BSP (level editor) | Windows | Yahn Bernier, Ben ??? | 1996 | 2007 (0.96d) |
GTKRadiant | ||||
QERadiant | ||||
QE5 | ||||
QuakeEd | NeXTSTEP | id Software | 1996 | 1996 (???) |
QuArK | Windows | Armin Rigo, Quark team | 1996 | 2012 (6.6.0 beta 5) |
Quest | DOS, Linux, Windows | Chris Carollo, Trey Harrison and Alexander Malmberg | 1996 | 2002 (2.4) |
Qoole | Windows | Pablo Zurita | ??? | ??? (99 0.98) |
Quiver | Mac OS9 | Scott Kevill | 1997 | 1999 (1.2) |
ToeTag | Mac OSX | Warren Marshall | 2008 | 2008 (2.30) |
Thred | Windows | Jim Lowell | 1996 | 1996 (0.9b) |
Tread3D | Windows | Joe Riedel | 1999 | 2009 (3.0 Alpha 3) |
TrenchBroom | Linux, Mac OSX, Windows | Kristian Duske | 2012 | 2013 (1.0.5) |
Worldcraft | Windows | Ben Morris / Valve Software | 1996 | 1998 (1.6a) |
Hectate added a To-Do; The list of editors would look and function better as a table that detailed things like OS, engine compatibility, etc.. |
Than added a To-Do; I moved the list to a table, but left the old links here (edit page to see as it's commented out), since I think we should create a small page for all the editors. It's possible to get information about all of them using internet archive etc.. |
Terrain Generators
These programs are specialized to generate terrain-like geometry out of brushes, but have no general-purpose editing capabilities. They generate map files that can then be imported into the general purpose level editors.
Map Converters
A number of games based on id Software's technology use map files as their level source format, but these files differ in format from game to game. Map converters are used to convert map files from one format to another, so that mappers can use a level editor that does not natively support Quake. Commonly supported game formats include Quake 2, Quake III Arena, and Half-Life.
- SleepwalkR's mapconv
Model-to-Map Converters
These are programs that can be used to convert geometry of another file type, especially files exported by modelling software, into map files.
Unspecified user added a To-Do; unspecified work. |
Map Compiling Tools
Tools to use for map compiling, a process that turns a map file into a bsp file.
QBSP, Light and Vis
- Bengt Jardrup's enhanced versions of TxQBSP/TreeQBSP, RVis, Light
- LordHavoc's Hmap2
- Tyrann's TyrUtils - Windows and Mac OS X binaries, plus Linux/Unix supported via source.
Skip Removal
Skip removal tools are standalone programs that can process a bsp file and remove all surfaces textured with a skip texture, so that those surfaces are not rendered in-game. This requires a seperate tool because skip textures are not supported by any QBSP version.
- Tyrann's original skippy.exe (has some known bugs)
- metlslime's newskip
Map Decompilers
These are programs that can reverse-compile a bsp file back into a map file, with varying results.
- bsp2map - This program generates a map file by creating brushes for every surface in the level. Large walls are split up into multiple brushes according to bsp polys.
- winbspc - This program generates a map file by more closely trying to match texture/brush volumes. It has several options for decompiling a bsp file and usually produces far more usuable results than bsp2map.
Other Tools
Miscellaneous tools.
- bsp2prt can generate a prt file from a bsp file without needing to rebuild it from scratch using QBSP.
- bspinfo can generate statistics about a bsp file, an improved prt file, extract entities, and remove all VIS and light data