Clickteam Fusion 2.5

Clickteam Fusion 2.5

31 ratings
Firefly and Mapping (Quake 3 Format)
By Squatter
How to utilize Quake 3 mapping files to be imported into Clickteam Fusion 2.5 Firefly and the resources used to create the files.
   
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Terminology
You will need to create the following files:

.bsp - This is your map
.pk3 - File directory of textures and other items the .bsp uses

Other useful tips:

.map - A saving feature, it is used to compile a .bsp
.wad - Similar to a .pk3 (there are two types wad2 and wad3)
.pak - Same thing as .pk3

WARNING: Files download links may or may not contain viruses/malware/etc., the mod community concerning mapping is not fully vetted or official. VirusTotal scans were included but may not be accurate.
Map Editors
J.A.C.K.

GtkRadiant

TrenchBroom

Others
  • There are more likely others for .bsp and when I find them I will list them
  • There are also many other ways to map without .bsp, but this guide is specifically for that.
J.A.C.K.
References


Version Example Used

  • Steam Version - 1.1.1212 (64 bit)

Download


Configuration

  1. Tools -> Options -> Game Profiles -> Edit
  2. Name the Profile
    Note: The example uses "Trem Fusion"
  3. Game Tab
    3.1 Add Tremulous.fgd
    3.2 Change Texture Format to All"
    3.3 Change Map Type to Quake III

  4. Directories Tab
    4.1 Add Game Executable
    Note: This should be Tremulous.exe
    4.2 Add Base Game Directory
    Note: Had to create folder
    4.3 Add Source Maps Directory
    Note: Had to create folder

  5. Textures Tab
    5.1 Create Textures Folder in Base Folder
    5.2 Add Directory and Select the Textures Folder
    Note: You can now just drop files in here whenever you want

  6. Build Programs Tab
    6.1 Add BSP executable "q3map2.exe -game tremulous"
    6.2 Add VIS executable "q3map2.exe -game tremulous -vis"
    6.3 Add LIGHT executable "q3map2.exe -game tremulous -light"

Create a Quick Map to Test

  1. Place a JPG into your textures folder in Tremulous
    Note: Using StoneWall.jpg in example

    Asset link: https://openclipart.org/detail/267072/stone-wall-5
  2. You may have to restart J.A.C.K. so the new texture assests are loaded
  3. File -> New -> Select Trem Fusion

  4. Change the textures to StoneWall for Wall, Ceiling and Floor and hit OK

  5. Save Map
    Note: Using TestExample

Compile BSP

  1. File -> Run
  2. If you haven't saved already it will ask you to
  3. Check Don't Run the game and hit OK
    Note: I choose this one to compare, go ahead and test the differences on the others

  4. Close Compile Process Window

Create PK3

  1. Zip your textures Folder

  2. Rename the zip file from textures.zip to xxxxx.pk3
    Note: This example will use TremFusion.pk3
  3. Click Ok that you want to rename the file type

Locate your Files

  1. Find your compiled BSP
    TestExample.bsp
  2. Find your created PK3
    TremFusion.pk3
  3. Put them whever you want to have Clickteam Fusion 2.5 Firefly access them

Firefly Time!

  1. Go to the Firefly section on how to load these
GtkRadiant
References


Version Example Used

  • GtkRadiant-1.6.5-20160813

Download


Configuration

  1. When Opening Radiant.exe Click on Configure More Games

  2. Configure More Games
    2.1 Choose Quake III Arena and Mods
    2.2 Rename Your Configure Game
    2.3 Find Tremulous Game Directory
    Note: I used Tremulous as the name

  3. Select Game will reopen and choose the newly configured game

  4. Console Log Prefence Appears choose Yes or No
    Note: I selected Yes. Next time you open GtkRadiant it will be unchecked. Not sure why it turned on when I created a new game configuration.

  5. Notice that the Tremulous folder has 3 new folders
    5.1 baseq3
    5.2 docs
    5.3 missionpack
    Note: The folder base was created during J.A.C.K. configurations (a different Map Editor)

Create a Quick Map to Test

  1. Place a JPG into your textures folder in Tremulous
    1.1 Create a new folder in textures
    Note Using Tremulous\baseq3\textures\test\StoneWall.jpg in example

    Asset link: https://openclipart.org/detail/267072/stone-wall-5
  2. You may have to restart GtkRadiant so the new texture assests are loaded
  3. Create a box by clicking (technical term is brush)
    3.1 Esc - Unselect box
    3.2 Shift+Click - Select box

  4. Create x4 boxes centered around zero that are 32W x 512L x 160H
    Note: W and L are reversed for the other 2 boxes

  5. Create x2 boxes centered around zero that are 512W x 512L x 32H

  6. Change Texture
    6.1 Textures -> test
    Note: This is the folder created earlier in 1.1

    6.2 Shift+Click all x6 boxes and click on stonewall
    Note: This is the texture we added earlier in 1.1

  7. Press Esc to unselect
  8. Add Player Start
    8.1 Right Click -> info -> info_player_start

    8.2 Place at -192 on X, 0 on Y, 0 on Z

    8.3 Press Esc
  9. Add Player Start
    9.1 Right Click -> light

    9.2 Set Light Intensity to 255
    Note: Default is 300, but this map is created to mimic J.A.C.K to compare later which uses 255 but notice J.A.C.K settings show (255 255 128 200) which is actually the RGB color setting and defaults to 255 brightness and was probably meant to default to 200 and have RGB of 255 255 128 which is 1 1 0.5 in the setting. Creating a new light in J.A.C.K. defaults to 300 brightness and 1 1 0.5 (RGB 255 255 128)

    9.3 Place at 0 on X, 0 on Y, 128 on Z

    9.4 Press Esc
  10. Change Texture Scale
    10.1 Shift+Click all x6 boxes
    10.2 Textures -> Surface Inspector

    10.3 Change H Scale and V Scale for both Value and Step to 1

    10.4 Press Esc
  11. Save Map
    Note: Using TestExample

Compile BSP

  1. Bsp -> Q3Map2: (full final) ...
    Note: I choose this one to compare, go ahead and test the differences on the others

  2. Watch log for completion and bsp will be in your folder

Create PK3

  1. Zip your textures Folder
    Note: This is different than J.A.C.K. and has an extra folder test inside, so the .pk3 is different file structure

  2. Rename the zip file from textures.zip to xxxxx.pk3
    Note: This example will use TremFusion.pk3
  3. Click Ok that you want to rename the file type

Locate your Files

  1. Find your compiled BSP
    TestExample.bsp
  2. Find your created PK3
    TremFusion.pk3
  3. Put them whever you want to have Clickteam Fusion 2.5 Firefly access them

Firefly Time!

  1. Go to the Firefly section on how to load these
TrenchBroom
CURRENTLY DRAFT!!!

References


Version Example Used

  • TrenchBroom_Win32_1.1.6_381

Download


Configuration

  1. NOT COMPLETED

Create a Quick Map to Test

  1. NOT COMPLETED
  2. Place a JPG into your textures folder

    Asset link: https://openclipart.org/detail/267072/stone-wall-5
  3. You may have to restart TrenchBroom so the new texture assests are loaded
  4. Save Map
    Note: Using TestExample

Compile BSP

  1. NOT COMPLETED

Create PK3

  1. Zip your textures Folder

  2. Rename the zip file from textures.zip to xxxxx.pk3
    Note: This example will use TremFusion.pk3
  3. Click Ok that you want to rename the file type

Locate your Files

  1. Find your compiled BSP
    TestExample.bsp
  2. Find your created PK3
    TremFusion.pk3
  3. Put them whever you want to have Clickteam Fusion 2.5 Firefly access them

Firefly Time!

  1. Go to the Firefly section on how to load these
Firefly
Create Application
  1. Make a new application
  2. Open Frame and create the following objects:
    2.1 Firefly Engine
    2.2 Firefly Node - Camera
      2.2.1. Click Yes
    2.3 Firefly Node - Static Mesh

Configure
  1. Firefly Engine - Turn Cast Shadows Off

Code
  1. Event Start Frame
    1.1 Load Resource TremFusion.pk3 to Firefly Engine
    1.2 Load OctTree Static Mesh TestExample.bsp to Firefly Node - Static Mesh

  2. Run Application [F8] and see your beautiful map
    Note: You will need more code to move around
    2.1 J.A.C.K. Example

    2.2 GtkRadiant Example

Supplement Code and Resources
  • Mouse Lock and Rotation Example
    Note: Do not forget to set your rotation speed, I use 50 and vertical option 0
    http://library.clickteam.com/extensions/firefly/frequently-asked-questions/

  • Movement Example
    Library Toolbar -> Examples -> Click on Firefly -> Drag and drop examples.mfa onto Workspace Toolbar -> Open up Game - FPS Frame
    Note: You will have to link these variables to the Mouse Lock and Rotation Code. The code shown below should work correctly with the example.

  • Y Movement Example 1

  • Y Movement Example 2
    Set vertical option in Mouse Lock to 1 (now you move in direction of camera)

Finished
  • A view of the Map after applying Mouse Lock and Movement
    1.1 J.A.C.K. Example


    1.2 GtkRadiant Example


    Note: The difference maybe to how the map is compiled (Could not find similar settings) and possibly the RGB light setting. Could not find how to change it in GtkRadiant, but the J.A.C.K. settings are below:

    1.3 J.A.C.K. Example changing RGB light setting to white (255, 255, 255) or 1 1 1 in the setting
Other Useful Tools
Note: These Tools are not vetted and checked for viruses. However, this is where I downloaded them from.

Tools to edit directories without changing file extension

Other Tools
  • MapConv
    http://www.ogier-editor.com/mapconv/
    Per the website: "It is mainly used to convert Version 220 .map files to the format used by games such as HexenII, Quake1, Quake2, and Quake3 (and other titles which use these engines)."
    Note: Steam removed link -> Check here for Virus Scan (which also shows link):
    VirusTotal Info[www.virustotal.com]
    The zip file contains: trojan.python.kaazar.a
    VirusTotal Info[www.virustotal.com]


Change Log
5JAN2017 - Rev -
  • Published Initial Revision

9JAN2017 - Rev A
  • Minor revisions to structure to be more succinct
  • Removed GtkRadiant from Other Useful Tools Section and Added to GtkRadiant Section
  • Added GtkRadiant Section
  • Added Version Example Used to J.A.C.K. Section
  • Added Second Link to GtkRadiant in Map Editors Section
  • Added GtkRadiant pictures to Firefly Section

10JAN2017 - Rev B
  • Added TrenchBroom Section
  • Added Virus Info to Downloads
3 Comments
Reshirom200 Dec 26, 2022 @ 12:30pm 
This is cool, I love using brush based editors to make levels
Pizza The Hutt!? May 31, 2020 @ 7:09pm 
to compile with trenchbroom you just need the compilers for quake3 q3bsp.exe q3rad.exe q3vis.exe and setup a build.. its annoying as hell to config.. i would recomend QuArK (quake army knife) but its a bit outdated
PowerUpT Oct 18, 2019 @ 7:01am 
Excellent! This tutorial should be great for the game I want to make! Thanks so much!