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- Program: GMAP
- Version: 1.0.0
- Author: Josu Bergara Ede.
- E-Mail: jbergara@sarenet.es
- Date: 24/10/96
- City: Bilbao SPAIN
-
- Sorry my poor English
-
- DESCRIPTION
- ===========
- *This program is my text QUAKE MAP file generator, and probably it will be the
- base of my Windows QUAKE MAP editor.
-
- *You can create very simple QUAKE MAP files with it:
- selecting WAD file textures
- adding Brushes
- adding Entities.
-
- WAD:
- ===
- Extract PAK textures to a WAD file: you can use PAK2WAD program to do this.
-
- *You can select a quake WAD file to extract the Brush textures:
-
- >wad? c:\quake\wads\pak.wad.
-
- This Entiti stament will be create:
- {
- "classname" "worldspawn"
- "wad" "c:\quake\wads\pak.wad"
- }
-
- BRUSHES:
- =======
- *Two types of brushes can be added with GMAP 1.0.0:
-
- 0.- Rectange:
- -------------
- >start vertex:
- >x? -2000
- >y? -2000
- >z? -64
- >end vertex:
- >x? 2000
- >y? 2000
- >z? 0
-
- This Brush stament will be create:
- {
- ( -2000 2000 0 ) ( -2000 -2000 0 ) ( -2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( 2000 -2000 0 ) ( 2000 2000 0 ) ( 2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( -2000 -2000 0 ) ( 2000 -2000 0 ) ( -2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( 2000 2000 0 ) ( -2000 2000 0 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( -2000 -2000 -64 ) ( 2000 -2000 -64 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( -2000 -2000 0 ) ( -2000 2000 0 ) ( 2000 2000 0 ) GROUND1_6 0 0 0 1.000000 1.000000
- }
-
- 1.- PointList:
- --------------
- Specify a list of points using clockwise orientation:
-
- num vertexs? 6
- select const plane:
- 0.- X=cte
- 1.- Y=cte
- 2.- Z=cte
- option? 2
- z min? 0
- z max? 512
- x? -100
- y? -100
- x? -150
- y? 0
- x? -100
- y? 100
- x? 100
- y? 100
- x? 150
- y? 0
- x? 100
- y? -100
-
- This Brush stament will be create:
- {
- ( -100 -100 0 ) ( -150 0 0 ) ( -100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -150 0 0 ) ( -100 100 0 ) ( -150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -100 100 0 ) ( 100 100 0 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( 100 100 0 ) ( 150 0 0 ) ( 100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( 150 0 0 ) ( 100 -100 0 ) ( 150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( 100 -100 0 ) ( -100 -100 0 ) ( 100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -100 -100 512 ) ( -150 0 512 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -100 100 0 ) ( -150 0 0 ) ( -100 -100 0 ) LGMETAL2 0 0 0 1.000000 1.000000
- }
-
- ENTITIES:
- =========
- *Not all Entities specifies staments can be parsed with GMAP 1.0.0, only:
- classname
- wad
- origin
- angle
-
- *You must add a info_player_start Entiti stament:
-
- >origin:
- >x? 1000
- >y? 1000
- >z? 64
- >angle? 0
-
- This Entiti stament will be create:
- {
- "classname" "info_player_start"
- "origin" "1000 1000 64"
- "angle" "0"
- }
-
- *You can add monsters, weapons, items Entities:
-
- >100.- ambient
- >200.- info
- >400.- item
- >800.- light
- >1000.- monster
- >2000.- weapon
- >Class id? 1000
- >ITEMS:
- >1000.- monster_army
- >1001.- monster_dog
- >1002.- monster_ogre
- >1003.- monster_knight
- >1004.- monster_zombie
- >1005.- monster_wizard
- >1006.- monster_demon1
- >1007.- monster_shambler
- >1008.- monster_boss
- >1009.- monster_hell_knight
- >100a.- monster_enforcer
- >100b.- monster_fish
- >Item id? 1009
- >origin:
- >x? 1064
- >y? 1064
- >z? 64
- >angle? 180
-
- This Entiti stament will be create:
- {
- "classname" "monster_hell_knight"
- "origin" "1064 1064 64"
- "angle" "180"
- }
-
- Following this steps you will create a simple MAP file like this:
- {
- "classname" "worldspawn"
- "wad" "c:\quake\wads\pak.wad"
- {
- ( -2000 2000 0 ) ( -2000 -2000 0 ) ( -2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( 2000 -2000 0 ) ( 2000 2000 0 ) ( 2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( -2000 -2000 0 ) ( 2000 -2000 0 ) ( -2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( 2000 2000 0 ) ( -2000 2000 0 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( -2000 -2000 -64 ) ( 2000 -2000 -64 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
- ( -2000 -2000 0 ) ( -2000 2000 0 ) ( 2000 2000 0 ) GROUND1_6 0 0 0 1.000000 1.000000
- }
- {
- ( -100 -100 0 ) ( -150 0 0 ) ( -100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -150 0 0 ) ( -100 100 0 ) ( -150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -100 100 0 ) ( 100 100 0 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( 100 100 0 ) ( 150 0 0 ) ( 100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( 150 0 0 ) ( 100 -100 0 ) ( 150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( 100 -100 0 ) ( -100 -100 0 ) ( 100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -100 -100 512 ) ( -150 0 512 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
- ( -100 100 0 ) ( -150 0 0 ) ( -100 -100 0 ) LGMETAL2 0 0 0 1.000000 1.000000
- }
- }
- {
- "classname" "info_player_start"
- "origin" "1000 1000 64"
- "angle" "0"
- }
- {
- "classname" "monster_hell_knight"
- "origin" "1064 1064 64"
- "angle" "180"
- }
-
- Now you can compile it using QBSP program and you have create a simple BSP file.
-
- You can use my program QGRAPH 1.5.0 to view graphically the BSP file that you
- are creating.
-
-
- Thanks:
- -ID SOFTWARE INC.
- for QUAKE
- "Wake up in the morning I found playing quake myself"
- -John Carmack.
- for QBSP utilities
- -Brian Curnow, Drew Dible
- for PAK2WAD utilities
- -Raphel Quinet,
- for Quake Editing Utilities v0.2i.
- -Oliver Montanuy, Brian Martin, Niklata, Tomas Winzing, Raphael Quinet, John Wakelin, David Etherton.
- for "Quake specs 3.4"
-
- Author: Josu Bergara Ede.
- E-Mail: jbergara@sarenet.es
-
-