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 IT IS NOW OUTDATED AS CURRENT QUAKE II RTX IS MADE BY NVIDIA AND I DON'T KNOW WHO COMPATIBLE IT IS.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.
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
In this article you will learn how to run your own map in the fully ray-traced environment using free and open tools.
Change textures sharpening.
Each created map needs to be compiled. For this we need wine and compilers: qbsp3, qvis3, qrad3.
- new https://github.com/qbism/q2tools-220/releases
- download colormap http://www.quake2.com/qworkshop/files/colormap.zip
#!/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
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.
- download binary at http://www.kristianduske.com/trenchbroom/
- very helpful tutorials by dumptruck_ds himself
- community at Discord Quake Mapping
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)
Keep in mind that this is a Quake II.