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Lukerd

Open Source Editor?

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Lukerd    122
Hey guys, I''m just about to start re-writing my (simple) FPS, up until now i''ve been converting Quake 3 maps (for geometry) and loading them as levels, and placing any entities I want in a separate text file. This isnt really practical, I also want to add some custom flags to polygons. So I thought I should write a map editor, the thing is I dont want to write one from scratch if I dont have to (call it laziness). So does anyone know of a relatively simple open source map editor that I can customise and build on? Hyperdev
"To err is human, to really mess up requires a computer"

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ZMaster    240
If I were you, I wouldn''t rewrite a complete map-editor. There are editors out there, that support plugins, so that you can add your flags with a plugin. I think it''ll be much more complicated for you, too rewrite the compiler, so that your costume flags come into the final .bsp file.

A well known editor that supports plugins is QuArK (it''s OpenSource, too) but unfortunatelly it''s written in Phyton, not C/C++. There is a C++ port called QuArK++ in development (also Open Source), no idea when it will be released. I don''t know if Q3Radiant supports plugins. There is also an OpenSource Project based on Q3Radiant, it''s called GtkRadiant.

I have no idea wether the official .bsp compiler is open-source or if there even exists one, what''s open source. Maybe those Open Source projects I''ve mentioned before have an open source compiler with them.

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Hawkeye3    122
GtkRadiant supports plugins
There is a non-official user updated quake 3 compiler ( works for almost every major Q3 engine based game ) called Q3map2. It is based on the original Q3 compilers so the source must of been released at some time or another.

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lc_overlord    436
q3map2 http://www.shaderlab.com
The scource is not included though, it''s open scource so you can get the source if you want, i have it, probobly trough sourceforge or id''s ftp.

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Leyder Dylan    122
In my engine, I use UnrealEd 3.0 for making the map and I export the map into an ASCII file (.t3d fileformat) and next, with a program from my own, I clean de file for keeping only what I need.

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Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/

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