I'm very new to these forums here at Quake3world, so let me say my respects and then I'll ask my question.
I think you've got a great deal of helpfull people around this place, I know because I've literally studied some of your archived and more current discussions, which I learned a great deal from. Mostely for mapping and general Q3 engine info. Its good to know there is accurate and intelligent support for this engine, in the people still willing to compile the legacy down to me and others who are WIP. Thank you.
Alright, and my question is; How possible is it to add new mapping functions, entities and triggers for a mod based on the Q3 engine source and for these additions to also integrate with current ver of q3map2 compiler's and GTKradient's?
**I know already it is possible, but I've noticed that not many Q3 based mods out there have utilized new mapping functions for their game. I say this lightly, I know for one, Tremulous implemented interative and animated map-objects, Q3 Fortress released their excellent source for realistic environment effects and the Xreal/Evolution engine's adding dynamic light rendering, normal-maping and a very cool light bloom.**
I'd be thrown to the wall if somone could direct me to a programmer who specialize's in map/level coding, and could assist me in getting new func's and entities working for my mod.
Thanks in advance. Peace.
Entity / Func_ / Trigger *additions
For actual game programming, check out the programming discussions subforum.
For GtkRadiant, the entities definition file is stored in simple text files.
GtkRadiant 1.4.0 and older, [Q3A Install]\baseq3\scripts\entities.def
GtkRadiant 1.5.0 uses an XML file, [GtkRadiant Install]\q3.game\baseq3\entities.ent
For GtkRadiant, the entities definition file is stored in simple text files.
GtkRadiant 1.4.0 and older, [Q3A Install]\baseq3\scripts\entities.def
GtkRadiant 1.5.0 uses an XML file, [GtkRadiant Install]\q3.game\baseq3\entities.ent
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Add your entity to the spawns[] array in game/g_spawn.c. That's for normal entities, items (rocket launcher, armor shard, etc.) go into game/bg_misc.c's bg_itemlist[] array and are spawned by G_SpawnItem in game/g_items.c. Now your entity is in the game, but you'll still need to write the code that makes it actually do something.
Ok...right on, I just fixed an error I was having which basically turned all brushes into solid facets in Radient 1.4 (not 1.5) when I added a new func_ (undefined). Also fixed an annoying polybrushlimit error. Just had to add the new func into the entity.def :P
So, Im curious to know...what are some favorite level func's and feature's you guys have worked with in other engines or mods?
Im still somwhat new to mapping and basically use whatever Q3 can support (pendulums, doors, plats, trains, triggers, portals, etc...) but I'd like to see a few new one's added, just to give more dynamic gameplay and visual aesthetic's. Which is why Im trying to gather info...
For instance - Dyanamic moving lights
anyone know of other Q3 mods which have such additions?
So, Im curious to know...what are some favorite level func's and feature's you guys have worked with in other engines or mods?
Im still somwhat new to mapping and basically use whatever Q3 can support (pendulums, doors, plats, trains, triggers, portals, etc...) but I'd like to see a few new one's added, just to give more dynamic gameplay and visual aesthetic's. Which is why Im trying to gather info...
For instance - Dyanamic moving lights
anyone know of other Q3 mods which have such additions?