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

GNU/Linux May 22, 2021

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 IT IS NOW OUTDATED AS CURRENT QUAKE II RTX IS MADE BY NVIDIA AND I DON'T KNOW WHO COMPATIBLE IT IS.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.

Tags

Great! You've successfully subscribed.
Great! Next, complete checkout for full access.
Welcome back! You've successfully signed in.
Success! Your account is fully activated, you now have access to all content.