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All three hubs.
To make a new content update would require time and resources be taken away from the full game's development.
Oh please, uploading the *.fgd so we could make own own maps would distract you from the hard work too much so it won't happen?
Trenchbroom comes with an fgd for Wrath. And since Wrath is a fork of the darkplaces engine, it has native support for the quake 1, quake 2 and quake 3 map formats and the model and texture formats for each game(minus Q2 wal textures???)
In short, all the tools needed for anyone to make custom maps are there, it's just no one has the interest it seems.
Thanks.
I was thinking about booting up Worldcraft, Jackhammer or Hammer - but thats probably all outdated. I'll have a look at broomstick.
If it is ineed possible I'm frankly shocked there is no 3rd party content.
*edit*
Looks like there is at least something
https://www.youtube.com/watch?v=eo0Vr3HeT3k
I got around that issue by compiling for bsp2 format and using eric's compilers and using Q1 wad textures instead. But that adds the extra steps of converting the Wrath textures to a format wally approves of and then importing them into wally building a Q1 wad. A bit tedious but if keep an image editor, wally - and your wad file within it - open in the background and convert, import and save as you go along, it's not too bad.
Edit:
Hey, that's neat!
Trenchbroom sure is somewhat different to Hammer, but well, the old hollowed box, info_player-Start and light was no big problem.
I was just about to ask what compiler to use, that process is completely different for me.
The last one I used was "ZHLT" and this is probably outdated :-D
I found "ericw-tools 0.18.2-rc1 " thats probably what you used?
*edit*
There is indeed something wrong with the textures after compiling
https://steamcommunity.com/sharedfiles/filedetails/?id=2995881933
Yep, that's it. If you need help adding the compiles let me know. Took me forever to figure that out in trenchboom the first time. >.<
Edit:
Acutually, you should have a folder with the manual in your trenchbroom folder, there's Compiling maps section in there.
These are quick cmds you can copy paste into each field as you add them:
Export Map
Target: ${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map
Run Tool (qbsp)
Para: ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp
Run Tool (vis)
Para: -threads ${CPU_COUNT - 1} ${MAP_BASE_NAME}.bsp
Run Tool (light)
Para: -threads ${CPU_COUNT - 1} ${MAP_BASE_NAME}.bsp
Copy Files
Source: ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp
Target: ${GAME_DIR_PATH}/${MODS[-1]}/maps
Under Run Tool (qbsp) you can add -bsp2 to force eric's tools to build quake 2 format maps which allow higher resource limits and bigger maps, like so:
Para: ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp -bsp2
Similarly, you can add -extra or -extra4 after ${MAP_BASE_NAME}.bsp under Run Tool (vis) for better shadows.
Thanks I just typed what was in the trenchbroom manual, at least it spat out a working .bsp.
Dunno if there is something wrong with light, think it is full bright. (see screenshot edited in in my last post). I too never did Quake 3 maps. I'll try the wally route and saving the stuff as a wad after converting it. I can't seem to find where to add a wad to the Wrath configuration in trenchbroom, how did you add the wad?
Oh, right right. Eric's tools compile for Q1 (or partial Q2 with the -bsp2 switch) map formats only. So you have to edit Wrath's gameconfig file(found in the games folder in the trenchbroom folder) to build the Q1 map format and use Q1 wad files. Just look at the Q1 game config and use it as a guide. Like so:
From:
{
"version": 5,
"name": "Wrath",
"icon": "Icon.png",
"experimental": true,
"fileformats": [
// brush primitives not yet implemented
// { "format": "Quake3" },
{ "format": "Quake3 (legacy)" },
{ "format": "Quake3 (Valve)" }
],
"filesystem": {
"searchpath": "kp1",
"packageformat": { "extension": "pk3", "format": "zip" }
To:
{
"version": 5,
"name": "Wrath",
"icon": "Icon.png",
"fileformats": [
{ "format": "Valve" },
{ "format": "Standard" }
],
"filesystem": {
"searchpath": "kp1",
Then delete everything pass this line and copy and paste the next line and everything below it from the Q1 config. Edit: You need make sure to change the "definitions": line back to "wrath.fgd" too! Also, back up the og config so you can still build proper q3 maps later, if you wish.
Once that's done, run trenchbroom under Wrath and switch to the face tab in the editor and click the plus button at the bottom to add wads.
Edit:
Obviously, this is not the proper way to map for Wrath, haha, It's just a quick and dirty workaround I came up with because of my lack of Q3 mapping knowledge. >.<
Also, please forgive any mistakes I may have made above. I'm a noob, not an expert.
Don't worrym this was very helpful for me.
I also reached out to some more people, I'm conifdent it will work soon or eventually.
I'll let you know if you would like to have an update on the matter.
Oh yes, I'd definitely be interested in whatever you find out. I'd like to learn as much as I can aswell.
I'm currently consuming any map design theory/tutorials I can find and messing around with Quake/Half-Life mapping to practice. I have a lot of trouble coming up with ideas for environments that aren't just boxy rooms linked together, haha. Once I get better and I'm able to build a map halfway decent I'd like to do something with Wrath. I think it's an insanely fun game, tbh.
I really fear that the developers will not have the strength and resources to bring the game to release with current plans.
I dunno, maybe because the game is in Early Access, and the whole point of it is to provide constant updates based on community feedback? But I guess that's just me being extremely spoiled, we should just standardize using the Early Access as a way to monetize the demos, like 3Delay Realms is doing it. Right?