wiki:Map Editor

Version 26 (modified by kedwar10, 13 years ago) (diff)

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gtkradiant

Links

Setup

  • Download Open Arena to program files and rename folder to "OpenArena".
  • Create a "maps" folder in /baseoa/.
  • Download gtkRadiant 1.5 and install it.
  • Add oa.game (the folder) to base directory (see setup link).
  • Add oa.game (the file) to /games/ (see attachments).

If you're working on windows 7, you'll have to create .map files with notepad before editing them in gtkRadiant. (e.g create an empty file /OpenArena/baseoa/maps/mymap.map)

After you're done editing the map, hit alt-b and select the second-to- last option.

To make the .aas file open the command prompt, navigate to gtkradiant and run

bspc -bsp2aas "C:\Program Files\OpenArena\baseoa\maps\mymap.map" -forcesidesvisible

In Openarena and hit ` to open console and type

\seta sv_pure 0

\devmap mymap

This will load the map. Make sure to test whether you can load a bot (if not then you probably forgot to compile the .bsp file using bspc).

File Types

  • .map : These files are the human-readable output of gtkradiant when modifying a map. See the specs in the link above.
  • .bsp : These files are the compiled version of the corresponding .map file. Put these into your maps folder in either baseoa or quagents3 for OpenArena and ioquake respectively.
  • .aas : .bsp files must also be compiled to make the area awareness system for the bots. This file must be included in the maps folder in order to be able to add bots (quagents as well).

Tips

  • If you want to copy a brush, press space, and a duplicate brush will be superimposed on the original (note that if you're seeing weird texture behaviour in-game, you probably forgot to move one of these brushes to a new position.
  • When you first open gtkRadiant, edit preferences and use the third layout option. This will make it significantly easier to edit maps.
  • Don't put weapons/items too close to the floor, or they will not appear in-game (even if the textures don't appear to overlap)
  • To make a button target a door, or a platform, or some other targetable entity, select the button, press t and select the entities tab. Now add the key "target" with value "t1". Now select the targetable entity and add the key "targetname", and value "t1". You should see a blue arrow connecting the two entities.

Map Generator

The map generator is a collection of perl scripts that can be used to generate random mazes and wumpus worlds.

  • To make a maze run "perl mazegen.pl <map name> <width> <height> <partitions>" where the 'partitions' argument is used to control the number of connected components in the maze. These components are accessible to one another by doors that can be triggered with buttons located somewhere inside the component (this may require teamwork if the map is sufficiently large).
  • To make a wumpus world run "perl wumpgen.pl <map name> <width> <height>". This is currently non-functional as the dimensions of some textures are warped during execution.

The resulting maps are outputted to the ~/maps directory. Do not edit the ~/maps/*_cell directories as these are the templates for all generated maps.

Using Custom Maps

In the home directory, create a .quagents3 folder if it doesn't exist. Then place your custom maps in .quagents3/quagents3/maps. When ioquake loads, it searches several paths for game content, including this one (for details, see code/qcommon/files.c). These maps are accessible through the \devmap console command and the +map command line argument.

Attachments (6)

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