i model and map, i have only made maps for nexuiz, and quake3 based games,I would really like to make maps/models for q2w.
Questions about making q2w maps:
could someone post the .game and q2w.game folder here in a zip file, or a link? i cant find it anywhere :(
Is there a way to automatically apply the surfaceparm nodraw to common/caulk? it will get tiring adding the surfaceparm everytime i make a new brush instead of copy/pasting
how would i associate .pak files with winzip? can i use .pk3 files?
Sorry we've been missing each other on IRC, but thanks for trying to idle there, and thanks for your interested in Q2W.
The GtkRadiant 1.5 configuration for Q2W lives in Subversion. Typically, you'd run a checkout at svn://quake2world.net, and you'd end up with the Radiant config in quake2world/gtkradiant. But to save you some time, I've created a temporary snapshot for you here: http://jdolan.dyndns.org/jaydolan/tmp/q2w-gtkradiant.zip.
Pak files are different from .pk3 files, and Q2W only supports .pak at this point. For a GUI .pak utility, I think Windows users generally like Pakscape. But q2wmap can also create .pak files for you when your map is complete. Simply run q2wmap -pak maps/my.map, and it will generate map-my.pak in your user-specific default directory.
The engine does fully support animated and static .md3 models. In the very near future (like this week), I'll add support for static map models, so you can drop .md3 trees, cars, etc into your levels. I'll catch up with you on IRC when that happens.
Right, per our IRC discussion last night, the engine does not support curved patches. You can, however, apply a Phong shading technique to surfaces which should appear "curvy" using Radiant's surface inspector.
to support curves? I haven't got the slightest how hard that would be to implement, but im having a harder time making trim on the z-axis align day after day, its bearable though,.
Honestly, no, I don't have that planned yet. If we do decide that we want curves badly enough, we will probably abandon Quake2 BSP altogether and just use Q3 BSP. It's a superior format in several ways. I think to get something working would probably take me 2-3 days, a week or so to stabilize it and port over the materials system and things. The largest challenge would be to replace the cmodel code -- the renderer stuff actually doesn't scare me too much.