Newsgroups: rec.games.computer.quake.editing
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From: cracauer@wavehh.hanse.de (Martin Cracauer)
Subject: Re: Building Q2 levels from pure ASCII files?
Message-ID: <1998Jan20.083051.9996@wavehh.hanse.de>
Reply-To: cracauer@wavehh.hanse.de
Organization: BSD User Group Hamburg, Germany
References: <1998Jan15.105310.24880@wavehh.hanse.de> <34c211d2.4242910@news.sol.no>
Date: Tue, 20 Jan 98 08:30:51 GMT
Lines: 41
Xref: clanworld.com rec.games.computer.quake.editing:11811

thajohan@online.no (TJ) writes:

>On Thu, 15 Jan 98 10:53:10 GMT, cracauer@wavehh.hanse.de (Martin
>Cracauer) wrote:

>>
>>If I'm not mistaken, Q2 level editors use an intermedeate ASCII file
>>(plus binary files for pictures and sounds, of course), which is then
>>"compiled" by some common tool.
>>
>>If so, where can I get documentation for that ASCII file
>>format/syntax, and what exactly is the tool I need to "compile"? I
>>assume it's in the q2 source package from iD, but the documentation is
>>unclear to me.

>If you really want to edit using ASCII code, you can always get the
>Quake Map Specs (try www.planetquake.com( and learn the syntax. The
>compilers needed for Q2 is in the source package from id, you don't
>need to do anything with them, it's the .exe's Qbsp3, Qvis3 and Qrad3
>(used in that order).

Thanks, that gets me started.

Is there a reverse compiler as well, so that I can get map files from
given levels?

>Be warned, you are going to be in way over your head using only a text
>editor, and it'll take forever to get something (ANYTHING) done,
>especially for complex Q2 levels. In additon you would need to learn
>and memorize all the entity classnames, spawnflags and key values.
>Arhm..good luck.

Actually, what I'm approaching is to define some kind of front-end
language, a more expressive ASCII file format. 

Thanks
	Martin
-- 
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Martin.Cracauer@wavehh.hanse.de http://www.cons.org/cracauer/
BSD User Group Hamburg/Germany  http://www.bsdhh.org/ 
