Program: GMAP Version: 1.1.0 Author: Josu Bergara Ede. E-Mail: jbergara@sarenet.es Date: 14/11/96 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" } You can use my program KUMAP 1.0.2 to view graphically the MAP file that you are creating. 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