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- This is a file just to recap the basic functions of 3ds2map for
- those who haven't used it in the past.
-
- Basically, to create a Quake map file, just make the map you want in
- 3ds. There ARE conventions you must keep in mind when doing this.
- All brushes (3d polygons) must be concave - that is, you can't make
- a brush like a cross, or a T. You can tell a concave brush is concave
- because you can draw a line from any point on its mesh to any other
- point on its mesh without going OUTSIDE that mesh. Think about it for
- a minute and you'll understand what I mean pretty quick.
-
- So, basically, you've made your map. You CAN use objects like cylinders
- and spheres - they will convert. Of course, depending upon the version
- of qbsp you're using, only 16 faces may be recognized by Quake.
-
- Now, you have a map and you want to texture it. Just apply textures
- to the faces as you normally would in 3ds. You want to use the names
- of the textures that are actually used in quake - it doesn't matter
- what the actual graphic is. But, if you're like me, and want to
- preview your level with textures in 3ds, download Denis Laventure's
- materials library from my homepage. It contains all of the Quake
- graphics, so that when you preview your level in 3ds, it'll look
- about right.
-
- So your map is textured. Now you want to add entities like lights
- and monsters. To add an light, just place an omnilight wherever you
- want it, adjust its light levels, and voila - you don't need to do
- anything else. 3ds2map converts all omni lights. If you want an entity,
- consult the list of object keywords in the readme.txt for 3ds2map.
- If you want to SEE what meshes you're using, then use the models.3ds
- file included in this package, merge the mesh you want with your map,
- and name it according to the conventions listed in the readme.
-
- So you've got entities, but you want them to DO things. You need to
- add tags. The tags supported are also listed in the readme.txt. These
- include sounds, health, targets, targetnames, and everything else
- you could want. Because of the 10 character limit in 3ds for naming
- objects, you're limited in how MANY you can use per object, but not
- in what type.
-
- For old time's sake, here's a list of the spotlight keyword naming
- conventions from the earlier versions of 3ds2map. Give the first
- 8 characters of your spot the name listed on the left, and the
- entity listed on the right will result. You CANNOT use tags on these.
- They're really no longer supported, but I left the code in 'cos they're
- faster to look at in your map, and so all the users who have maps
- with them in it will still be able to convert them.
-
- "light_to" "light_torch_small_walltorch"
- "info_pla" "info_player_start"
- "air_bubb" "air_bubbles"
- "amb_drip" "ambient_drip"
- "amb_dron" "ambient_drone"
- "amb_comp" "ambient_comp_hum"
- "amb_ligh" "ambient_light_buzz"
- "amb_flou" "ambient_fluoro_buzz"
- "amb_suck" "ambient_suck_wind"
- "amb_swa1" "ambient_swamp1"
- "amb_swa2" "ambient_swamp2"
- "amb_thun" "ambient_thunder"
- "info_nul" "info_null"
- "info_not" "info_notnull"
- "info_int" "info_intermission"
- "info_pdm" "info_player_deathmatch"
- "info_pco" "info_player_coop"
- "info_ps2" "info_player_start2"
- "info_tel" "info_teleport_destination"
- "event_li" "event_lightning"
- "item_cel" "item_cells"
- "item_roc" "item_rockets"
- "item_she" "item_shells"
- "item_spi" "item_spikes"
- "item_hea" "item_health"
- "item_env" "item_artifact_envirosuit"
- "item_sup" "item_artifact_super_damage"
- "item_inv" "item_artifact_invulnerability"
- "item_ini" "item_artifact_invisibility"
- "item_ari" "item_armorInv"
- "item_ar2" "item_armor2"
- "item_ar1" "item_armor1"
- "item_ke1" "item_key1"
- "item_ke2" "item_key2"
- "item_sig" "item_sigil"
- "light_f1" "light_flame_large_yellow"
- "light_f2" "light_flame_small_yellow"
- "light_f3" "light_flame_small_light"
- "light_fl" "light_fluoro"
- "light_fs" "light_fluorospark"
- "light_gl" "light_globe"
- "mon_army" "monster_army"
- "mon_dog1" "monster_dog"
- "mon_ogre" "monster_ogre"
- "mon_ogrm" "monster_ogre_marksman"
- "mon_knig" "monster_knight"
- "mon_zomb" "monster_zombie"
- "mon_wiza" "monster_wizard"
- "mon_demo" "monster_demon1"
- "mon_sham" "monster_shambler"
- "mon_boss" "monster_boss"
- "mon_enfo" "monster_enforcer"
- "mon_hkni" "monster_hell_knight"
- "mon_shal" "monster_shalrath"
- "mon_tarb" "monster_tarbaby"
- "mon_fish" "monster_fish"
- "mon_oldo" "monster_oldone"
- "misc_fir" "misc_fireball"
- "misc_exp" "misc_explobox"
- "misc_tel" "misc_explobox2"
- "misc_ttr" "misc_teleporttrain"
- "path_cor" "path_corner"
- "trap_sps" "trap_spikeshooter"
- "trap_sho" "trap_shooter"
- "trig_tel" "trigger_teleport"
- "trig_chl" "trigger_changelevel"
- "trig_ssk" "trigger_setskill"
- "trig_cou" "trigger_counter"
- "trig_onc" "trigger_once"
- "trig_mul" "trigger_multiple"
- "trig_onr" "trigger_onlyregistered"
- "trig_sec" "trigger_secret"
- "trig_mjm" "trigger_monsterjump"
- "trig_rel" "trigger_relay"
- "trig_pus" "trigger_push"
- "trig_hur" "trigger_hurt"
- "weap_ssh" "weapon_supershotgun"
- "weap_nai" "weapon_nailgun"
- "weap_sna" "weapon_supernailgun"
- "weap_gre" "weapon_grenadelauncher"
- "weap_roc" "weapon_rocketlauncher"
- "weap_lig" "weapon_lightning"
-
-
- So you've got a finished map. Save it, drop to your dos prompt, and
- run 3ds2map on it. That's all - if all goes well, qbsp should compile
- it without a hitch.
-
-
-
- Travis
- (Lemur)