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  1. This is a file just to recap the basic functions of 3ds2map for 
  2. those who haven't used it in the past.
  3.  
  4. Basically, to create a Quake map file, just make the map you want in 
  5. 3ds.  There ARE conventions you must keep in mind when doing this.
  6. All brushes (3d polygons) must be concave - that is, you can't make 
  7. a brush like a cross, or a T.  You can tell a concave brush is concave
  8. because you can draw a line from any point on its mesh to any other 
  9. point on its mesh without going OUTSIDE that mesh.  Think about it for
  10. a minute and you'll understand what I mean pretty quick.
  11.  
  12. So, basically, you've made your map.  You CAN use objects like cylinders
  13. and spheres - they will convert.  Of course, depending upon the version
  14. of qbsp you're using, only 16 faces may be recognized by Quake.  
  15.  
  16. Now, you have a map and you want to texture it.  Just apply textures
  17. to the faces as you normally would in 3ds.  You want to use the names
  18. of the textures that are actually used in quake - it doesn't matter
  19. what the actual graphic is.  But, if you're like me, and want to 
  20. preview your level with textures in 3ds, download Denis Laventure's 
  21. materials library from my homepage.  It contains all of the Quake
  22. graphics, so that when you preview your level in 3ds, it'll look
  23. about right.
  24.  
  25. So your map is textured.  Now you want to add entities like lights
  26. and monsters.  To add an light, just place an omnilight wherever you
  27. want it, adjust its light levels, and voila - you don't need to do
  28. anything else.  3ds2map converts all omni lights.  If you want an entity,
  29. consult the list of object keywords in the readme.txt for 3ds2map.
  30. If you want to SEE what meshes you're using, then use the models.3ds
  31. file included in this package, merge the mesh you want with your map,
  32. and name it according to the conventions listed in the readme.
  33.  
  34. So you've got entities, but you want them to DO things.  You need to
  35. add tags.  The tags supported are also listed in the readme.txt.  These
  36. include sounds, health, targets, targetnames, and everything else
  37. you could want.  Because of the 10 character limit in 3ds for naming
  38. objects, you're limited in how MANY you can use per object, but not
  39. in what type.
  40.  
  41. For old time's sake, here's a list of the spotlight keyword naming 
  42. conventions from the earlier versions of 3ds2map.  Give the first
  43. 8 characters of your spot the name listed on the left, and the 
  44. entity listed on the right will result.  You CANNOT use tags on these.
  45. They're really no longer supported, but I left the code in 'cos they're
  46. faster to look at in your map, and so all the users who have maps
  47. with them in it will still be able to convert them.
  48.  
  49. "light_to" "light_torch_small_walltorch"
  50. "info_pla" "info_player_start"
  51. "air_bubb" "air_bubbles"
  52. "amb_drip" "ambient_drip"
  53. "amb_dron" "ambient_drone"
  54. "amb_comp" "ambient_comp_hum"
  55. "amb_ligh" "ambient_light_buzz"
  56. "amb_flou" "ambient_fluoro_buzz"
  57. "amb_suck" "ambient_suck_wind"
  58. "amb_swa1" "ambient_swamp1"
  59. "amb_swa2" "ambient_swamp2"
  60. "amb_thun" "ambient_thunder"
  61. "info_nul" "info_null"
  62. "info_not" "info_notnull"
  63. "info_int" "info_intermission"
  64. "info_pdm" "info_player_deathmatch"
  65. "info_pco" "info_player_coop"
  66. "info_ps2" "info_player_start2"
  67. "info_tel" "info_teleport_destination"
  68. "event_li" "event_lightning"
  69. "item_cel" "item_cells"
  70. "item_roc" "item_rockets"
  71. "item_she" "item_shells"
  72. "item_spi" "item_spikes"
  73. "item_hea" "item_health"
  74. "item_env" "item_artifact_envirosuit"
  75. "item_sup" "item_artifact_super_damage"
  76. "item_inv" "item_artifact_invulnerability"
  77. "item_ini" "item_artifact_invisibility"
  78. "item_ari" "item_armorInv"
  79. "item_ar2" "item_armor2"
  80. "item_ar1" "item_armor1"
  81. "item_ke1" "item_key1"
  82. "item_ke2" "item_key2"
  83. "item_sig" "item_sigil"
  84. "light_f1" "light_flame_large_yellow"
  85. "light_f2" "light_flame_small_yellow"
  86. "light_f3" "light_flame_small_light"
  87. "light_fl" "light_fluoro"
  88. "light_fs" "light_fluorospark"
  89. "light_gl" "light_globe"
  90. "mon_army" "monster_army"
  91. "mon_dog1" "monster_dog"
  92. "mon_ogre" "monster_ogre"
  93. "mon_ogrm" "monster_ogre_marksman"
  94. "mon_knig" "monster_knight"
  95. "mon_zomb" "monster_zombie"
  96. "mon_wiza" "monster_wizard"
  97. "mon_demo" "monster_demon1"
  98. "mon_sham" "monster_shambler"
  99. "mon_boss" "monster_boss"
  100. "mon_enfo" "monster_enforcer"
  101. "mon_hkni" "monster_hell_knight"
  102. "mon_shal" "monster_shalrath"
  103. "mon_tarb" "monster_tarbaby"
  104. "mon_fish" "monster_fish"
  105. "mon_oldo" "monster_oldone"
  106. "misc_fir" "misc_fireball"
  107. "misc_exp" "misc_explobox"
  108. "misc_tel" "misc_explobox2"
  109. "misc_ttr" "misc_teleporttrain"
  110. "path_cor" "path_corner"
  111. "trap_sps" "trap_spikeshooter"
  112. "trap_sho" "trap_shooter"
  113. "trig_tel" "trigger_teleport"
  114. "trig_chl" "trigger_changelevel"
  115. "trig_ssk" "trigger_setskill"
  116. "trig_cou" "trigger_counter"
  117. "trig_onc" "trigger_once"
  118. "trig_mul" "trigger_multiple"
  119. "trig_onr" "trigger_onlyregistered"
  120. "trig_sec" "trigger_secret"
  121. "trig_mjm" "trigger_monsterjump"
  122. "trig_rel" "trigger_relay"
  123. "trig_pus" "trigger_push"
  124. "trig_hur" "trigger_hurt"
  125. "weap_ssh" "weapon_supershotgun"
  126. "weap_nai" "weapon_nailgun"
  127. "weap_sna" "weapon_supernailgun"
  128. "weap_gre" "weapon_grenadelauncher"
  129. "weap_roc" "weapon_rocketlauncher"
  130. "weap_lig" "weapon_lightning"
  131.  
  132.  
  133. So you've got a finished map.  Save it, drop to your dos prompt, and
  134. run 3ds2map on it.  That's all - if all goes well, qbsp should compile
  135. it without a hitch.
  136.  
  137.  
  138.  
  139. Travis
  140. (Lemur)