FROM THE ARCHIVE: Mapping for Quake II RTX (Linux)

FROM THE ARCHIVE: Mapping for Quake II RTX (Linux)

THIS POST NEVER END UP BEING PUBLISHED. IT IS NOW OUTDATED AS CURRENT QUAKE II RTX IS MADE BY NVIDIA AND I DON'T KNOW WHO COMPATIBLE IT IS. BUT IT WOULD BE A SHAME TO KEEP THIS POST HIDDEN. SO HERE IT IS.

Prolog

This was first written a year ago. It waited so long as draft. I just decided to push it for a historical reasons. Right now we have Quake II RTX

Introduction

In this article you will learn how to run your own map in the fully ray-traced environment using free and open tools.

Quake 2

Change textures sharpening.

gl_texturemode GL_NEAREST_MIPMAP_NEAREST

Compilers

Each created map needs to be compiled. For this we need wine and compilers: qbsp3, qvis3, qrad3.

#!/bin/bash
if test -z "$1"
then
        echo "Map name missing."
else
        ./qbsp3 /usr/share/games/quake2/baseq2/maps/"$1".map && \
        ./qvis3 -fast /usr/share/games/quake2/baseq2/maps/"$1".bsp && \
        ./qrad3 -nopvs -chop -v /usr/share/games/quake2/baseq2/maps/"$1".bsp
fi

Level Editor

TrenchBroom

Back in the day there was a GtkRadiant. It was and still is one of the best level editor / modeller I have ever used. But the software gets old. But there is now TrenchBroom. Spiritual successor in constant development.

Just look a this short demonstration of it's capabilities.

Light limitation fix

Before compiling change q2vkpt/src/refresh/vkpt/shader/vertex_buffer.h:

#define MAX_LIGHT_LIST_NODES    (1 << 20)

Increase to 22

#define MAX_LIGHT_LIST_NODES    (1 << 22)

Texture Editor

Usage

RTX on

Keep in mind that this is a Quake II.