Using Modern Tools For Classic Quake Level Design

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  • Опубліковано 1 чер 2024
  • Ironwail Quake Engine
    github.com/andrei-drexler/iro...
    Copper Mod
    lunaran.com/copper/
    EricW Tools
    ericwa.github.io/ericw-tools/
    Trenchbroom
    trenchbroom.github.io/
    Q1 Compiler GUI
    github.com/glhrmfrts/q1compile/
    Blender MAP Exporter
    github.com/c-d-a/io_export_qmap
    01:05 Quake Engine - Ironwail
    04:17 Mod - Copper
    07:15 Trenchbroom
    11:19 Trenchbroom - Instancing
    14:20 EricW Tools
    15:15 Feature Exploration
    15:41 Q1Compile
    22:27 Blender MAP Exporter

КОМЕНТАРІ • 25

  • @jeromegraves2826
    @jeromegraves2826 28 днів тому +2

    As a fellow old-school level designer, this is great content Warren!

  • @RodolfoSilva_Artist
    @RodolfoSilva_Artist 29 днів тому +7

    I gotta say man... I'm so thankful that you are back. I binged a bunch of your videos when I was studying at Escape and, ever since, your videos have become some of my favorites ever.
    Your channel is a gem. Please keep sending us content! :)

  • @DougFromTheBayou
    @DougFromTheBayou 29 днів тому +2

    Ive got so much love for the Quake 1 engine. Happy to see you working on things you're this passionate about :)

  • @Floatharr
    @Floatharr День тому

    Somehow only now got around to this, and I have to say I do *not* have the time to start another big project, but at this rate I might have to shelf something else because this looks really fun. I've played through most of Alkaline and Arcane Dimensions years ago and that stuff was mindblowingly inspiring. Looking forward to the next videos!

  • @MolotovEcho
    @MolotovEcho 28 днів тому +2

    Nice overview. I prefer Necros compiling GUI, though. It's compact and easier to use when you setup it for your needs.

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  28 днів тому +2

      I started with the Necros GUI but it always gave me attitude. I think I just didn't understand how to properly interact with it. Q1Compile seems to fit my brain so ... whatever works! Just get the BSP in the engine somehow!

  • @Wozner
    @Wozner 29 днів тому +2

    I was not working with Quake engine directly, but I was working with Valve Hammer Editor, which was born out of Quake engine. And now I work with Source 2 engine, which took only the best things from the old good Quake

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  29 днів тому

      It's amazing how Quake DNA is still in so many games. Such a history...

  • @Merczid
    @Merczid 28 днів тому +1

    Perfect content. Love your approach.

  • @mopeybloke
    @mopeybloke 22 дні тому +1

    I will use these tools to prepare for the hell that's coming.

  • @vondur666
    @vondur666 28 днів тому +1

    to add more software render feeling, use r_softemu 2 and r_softemu_metric 1 =)

  • @Millenia3D
    @Millenia3D 29 днів тому +1

    I gotta try out Blender's map exporter some time, I'm still on that obj2map train 😅

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  29 днів тому +2

      It's just like obj2map but way better. Give it a go! If you use Blender, obviously, haha...

    • @Millenia3D
      @Millenia3D 29 днів тому +1

      @@WarrenMarshallBiz I still prefer using 3ds max (especially with the free Wallworm plugin that adds lots of cool level design tools, like a grid snap modifier option) but I'm thinking I can just bring obj/fbx into blender and use that for the conversion process! trying to do some intricate brushwork for librequake at the moment 😆

  • @Zeriel00
    @Zeriel00 28 днів тому +1

    Hello, I'm a big fan of Quake 3 Arena, it was my first PC game that I bought with my own money, the large metal tin box. That game literally changed my life. I also love 3D modeling in Blender and Zbrush, I'm not an animator but I can do simple stuff. My dream ever since I was little was to create a playable character and Bot for Quake 3, I even made a character in Blender but I found no way to apply the Quake 3 "tags" (Head, Torso, Legs, Weapon) to the model. I tried exporting to really old software used back in the day but I could never get it to work. My question is, is there any way to use modern tools like Blender and export to the old Quake games? Or has this technology been lost to time? I have searched for years, and haven't found any way to export from Blender 2.8 and up.
    If you read this, thanks for your help!

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  28 днів тому

      I remember that metal box, haha. I miss brick'n'mortar retail sometimes.
      Unfortunately, I'm not really a character guy so I don't know what people do with animated character meshes, sorry! I certainly know about static geometry which you can see in this video. And if there's a Blender addon to export level geometry I have to think there MUST be something for characters. Somewhere.

  • @anotherfix
    @anotherfix 29 днів тому

    what about ToeTag map editor ?

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  29 днів тому +2

      I ALMOST put a section in about ToeTag because I miss her. But maybe that'll be another video ... Remembering ToeTag.