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Thread: Mapping for Iris

                  
   
  1. #1
    PSP Modder Produkt's Avatar
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    Needed Tools Mapping for Iris

    This tutorial uses Id Software's GTK Radiant 1.4.0 for map creation and Q3Radiant Build 202 for map compiling.

    Files and Software required:
    Quake 3 Arena: Gold edition Avalible at Wal-Mart stores for 10 dollars. (this isnt fully required but the alternative is more difficult.)
    GTKRadiant 1.4.0 avalible: Here
    Q3Radiant Build 202: Here
    Iris Build: Here
    Iris Example Map files: Here

    Make sure Quake 3, GKT Radiant, and Q3Radiant are installed.

    then extract the iris textures to your quake 3 baseq3/textures folder, it may be simmilar to this "c:\Program Files\Quake III Arena\baseq3\textures" you "may" have to create the textures folder if its not there.

    extract the 2 maps from the example rar to where ever you want.
    now that that is settled we will begin the tutorial.

    Open up GTK Radiant 1.4.0 In Quake III Arena mode. Now, up in the task bar click on file > Open. navigate to where you extracted the example maps and open iris_example.map



    We will use this example map to get you oriented with the mapping proccess for Iris 0.1 if you notice the "brushes" are sized at 64x64. This is a safe size to reduce the on screen clipping errors (its there a small triangular piece of the map randomly dissapears and you cant see it) Closer to the ceiling you see shorter brushes which are fine because they are smaller not lager than 64x64

    The double triangular prisms (as I call them) are light entites, you have 2 of them in that room. There is also the Red box with an arrow, which is a player start, The Health cross is there to give the player more health... never tested how much...

    Any way. to begin lets go aheand and start by adding another room. but in order to have a room lets nock out a wall to make a hallway.

    In the 3d view hold down the shift button and click on the boxes you wish to select. remember you can drag the mouse over the boxes to make a continual selection.

    once you select the four boxes you should have something like this.


    now that they are selected we want to deleat them, press the "backspace" key. now they are nice and gone, we want to continue making the halway correct? well since this is a simple square tile system, lets make it simple and copy some of the existing wall brushes and pase them into place.

    when you copy it will duplicate the currently selected brushes, when you paste them, the new brushes will appear in the exact same place that the original ones were in. now that you have duplicated your brushes you want to click inside the rex outlined box in ither the 3d or 3d box and click and drag it to the new location. do this over and over untill you have created a 4 tile walkway like this



    now that we have our hallway, lets go ahead and make the new room, for times sake, lets just duplicate the room we already have be doing the shift click method again, remember to get the lights aswell, we want to be able to see when we play the map.



    Now you want to copy paste the selected area so that you can get your new room made! but how do you rotate this you ask! thats simple up on the taskbar you will see a button with a z and a turn arrow turning the z to look like an N press that button 2 times and you should have this



    your map is well there, but with those textures everything just looks the same. Now its time to go about texturing your map. first off we will learn a new selecting method which is ctrl+shift+click this will allow you to select only the face texture, unlike the regular shift click you can only click once, but you can still drag the mouse to pick up more face. lets start with the floor



    With all of those selected you want to press the "T" key to open up the texture window, now, we dont have a floor texture so lets get one. up in the task bar select texture and go down to assorter>assorted_floor this will load up the floor texture in your texture window. with the floor still selected click ont he sand texture in the texture window, and your floor texture will change. try to make your map a little more appealing by adding more things. like the trim on the floor



    You know know how to create maps, now lets compile one, Save your current map under what ever name you wish, I chose "iris_example_2.map" once you have saved it close GTK Radiant 1.4.0 and then open up Q3Radiant, go a head and open up your map again in this editor, now you are ready to compile, on the taskbar you will find something that says "BSP" click on the option "bsp_fullvis" this will open up a series of command promps which will compile your map, this should take about 10-20 seconds on an average computer.

    Once this is all done navigate to your "quake III arena\baseq3\" folder and locate the "maps" folder inside there you should find a .bsp file with the same name as your map, go ahead and copy that file to your maps folder for iris.

    get your psp going and run your map in iris and enjoy!
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

  2. #2
    DCEmu Newbie
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    Wow thank you for this detailed tutorial. I have been thinking about the possibilty of an Iris mod that might be pretty damn cool. All I need is some time. Once I release my LUA game I will get working on this and see how I do!

  3. #3
    Master Malk1th Malksta's Avatar
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    man i need quake3 start mappin for iris
    maybe make a mod
    secret message!
    I used to have a signature here.

  4. #4
    PSP Modder Produkt's Avatar
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    I said it isnt fully required, I'm going to have an alternative when iris 0.15 comes...
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

  5. #5

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    Thankyou! I've been waiting for something like this!

    But is it really worth it? Because the new Iris will have lots of different needs and capabilities, won't it? Plus, how is the MDK coming along? Will it be ready by Iris v0.15?

    Thanks again!

  6. #6

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    ok whin i compile my map it gives me an .bak directory not an .bsp what am i doing wrong.

  7. #7
    PSP Modder Produkt's Avatar
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    The MDK is a collection of files, alot of them are under GPL's which makes them easy to distrubute, but difficult to make a single installer for them all... so best you would get is a bunch of links or a zip of installers... I'll see what I can manage inside the rules of the GPL...

    nightmare send me your msn info and I'll add you get your .map file ready so I can look at it.
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

  8. #8

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    and textures. is it possible to just make some in ps and put em in texturesfolder.?

  9. #9

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    hey produckt did you get my pm

  10. #10
    PSP Modder Produkt's Avatar
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    Hank: Textures need to be 24bit TGAs in RGB mode with a maximum of 256 colors

    Nightmare: yes
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

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