3. First Setup - jonathanlinat/quake-leveldesign-starterkit GitHub Wiki
Quake
- Locate and open the
quake-leveldesign-starterkit-[date]-[os]/directory in your file explorer. - Create three new directories:
- An
id1/directory inside thetools/ironwail/sub-directory. - A
maps/directory within thetools/ironwail/id1/sub-directory to store compiled maps. - A
working/directory at the root level and a sub-directory namedquake/inside it.- This sub-directory will host
.mapfiles and other related files once thelevel-compiler/binaries are used.
- This sub-directory will host
- An
- Copy the
.pakfile(s) from your Quake game installation and paste them (it) into thetools/ironwail/id1/sub-directory:pak0.pakandpak1.pakfrom the original game release.pak0.pakfrom the re-release.
[!NOTE] These instructions also apply to other expansions and modifications.
Your directory structure should look like this:
.
├── extras/
├── level-compiler/
├── level-editor/
├── working/
| └── quake/
└── tools/
└── ironwail/
└── id1/
├── maps/
├── pak0.pak
└── (pak1.pak)
Configure the Game Profile
- Locate and open the
quake-leveldesign-starterkit-[date]-[os]/level-editor/directory in your file explorer. - Execute
TrenchBroom(.exe).- The application is now open; you see a square shape in its 3D view.
- In the
Welcome to TrenchBroomwindow, clickNew map.... - In the
Select Gamewindow, clickOpen preferences.... - Select the
Quakeprofile in theGamestab of thePreferenceswindow.- Set the
Game Pathto<path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail.
- Set the
- Click
Configure engines.... - Add a new profile by clicking the
+button.- Set
NametoIronwail. - Set
Pathto<path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail/ironwail(.exe).
- Set
- Click
Close. - Leave the
Compilation Toolsfields empty. - Click
Apply, thenOK. - Select the
Quakeprofile in theSelect Gamewindow. - Keep
Map FormatasValve. - Click
OK. - A new document is now open for mapping. Save it in
<path/to/quake-leveldesign-starterkit-[date]-[os]>/working/quakesub-directory (Name it as you wish).
Set Up the Compiler
[!NOTE] All
${XYZ}references are internal variables TrenchBroom handles. Be sure to set the fields exactly as instructed.
- Click on the
Runmenu. - Select
Compile Map.... - In the
Compilewindow, add a new profile by clicking the+button.- Set
NametoCompile. - Set
Working Directoryto${MAP_DIR_PATH}.
- Set
- Add an
Export Maptask profile by clicking the+button.- Set
File Pathto${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map.
- Set
- Add a
Run Tooltask profile by clicking the+button for each of the following tools, settingTool Pathto the respective paths in<path/to/quake-leveldesign-starterkit-[date]-[os]>/level-compiler:qbsp(.exe)withParameters:-nocolor ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp.vis(.exe)withParameters:-nocolor ${MAP_BASE_NAME}.bsp.light(.exe)withParameters:-nocolor ${MAP_BASE_NAME}.bsp.bspinfo(.exe)withParameters:${MAP_BASE_NAME}.bsp.
- Enable
Stop on nonzero error codefor each tool. - Add a
Copy Filestask profile:- Set
Source File Pathto${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp. - Set
Target Directory Pathto${GAME_DIR_PATH}/${MODS[-1]}/maps.
- Set
- Ensure the tasks are all enabled.
- Click
Testand verify that everything works and the document compiles successfully. - Click
Launch.... - In the
Launch Enginewindow, setParametersto-basedir <path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail +game ${MODS[-1]} +map ${MAP_BASE_NAME}. - Click
Closein both windows.
Your recently created task profiles should be ordered like this:
- Export Map
- Run Tool: qbsp(.exe)
- Run Tool: vis(.exe)
- Run Tool: light(.exe)
- Run Tool: bspinfo(.exe)
- Copy Files
Congratulations! You are now ready to map for Quake engine-based games and mods.
Additional Assistance
To assist you in effectively configuring the tools included in this kit, consider these two informative articles for additional guidance:
[!NOTE] The procedures outlined might vary slightly from the current project structure.
- Setting up TrenchBroom in Ubuntu to create and compile Quake maps, s3thra [Quake.blog]
- Configure TrenchBroom in Windows to create Quake maps, s3thra [Quake.blog]
- Quake Level Design Starter Kit Setup Tutorial, Night City Academy [YouTube]
GoldSrc
- Locate and open the
quake-leveldesign-starterkit-[date]-[os]/directory in your file explorer. - Create a new directory:
- A
working/directory at the root level and a sub-directory namedgoldsrc/inside it.- This sub-directory will host
.mapfiles and other related files once thelevel-compiler/binaries are used.
- This sub-directory will host
- A
Your directory structure should look like this:
.
├── extras/
├── level-compiler/
├── level-editor/
├── working/
| └── goldsrc/
└── tools/
Configure the Game Profile
- Locate and open the
quake-leveldesign-starterkit-[date]-[os]/level-editor/directory in your file explorer. - Execute
TrenchBroom(.exe).- The application is now open; you see a square shape in its 3D view.
- In the
Welcome to TrenchBroomwindow, clickNew map.... - In the
Select Gamewindow, clickOpen preferences.... - Select the
Half-Life (experimental)profile in theGamestab of thePreferenceswindow.- Set the
Game Pathto<path/to/steam>/steamapps/common/Half-Life.
- Set the
- Click
Configure engines.... - Add a new profile by clicking the
+button.- Set
NametoHalf-Life. - Set
Pathto<path/to/steam>/steam.sh|Steam.exe.
- Set
- Click
Close. - Click
Apply, thenOK. - Select the
Half-Life (experimental)profile in theSelect Gamewindow. - Keep
Map FormatasValve. - Click
OK. - A new document is now open for mapping. Save it in
<path/to/quake-leveldesign-starterkit-[date]-[os]>/working/goldsrcsub-directory (Name it as you wish).
Set Up the Compiler
[!NOTE] All
${XYZ}references are internal variables TrenchBroom handles. Be sure to set the fields exactly as instructed.
- Click on the
Runmenu. - Select
Compile Map.... - In the
Compilewindow, add a new profile by clicking the+button.- Set
NametoCompile. - Set
Working Directoryto${MAP_DIR_PATH}.
- Set
- Add an
Export Maptask profile by clicking the+button.- Set
File Pathto${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map.
- Set
- Add a
Run Tooltask profile by clicking the+button for each of the following tools, settingTool Pathto the respective paths in<path/to/quake-leveldesign-starterkit-[date]-[os]>/level-compilerdirectory:qbsp(.exe)withParameters:-nocolor -hlbsp ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp.vis(.exe)withParameters:-nocolor ${MAP_BASE_NAME}.bsp.light(.exe)withParameters:-nocolor ${MAP_BASE_NAME}.bsp.bspinfo(.exe)withParameters:${MAP_BASE_NAME}.bsp.
- Enable
Stop on nonzero error codefor each tool. - Add a
Copy Filestask profile:- Set
Source File Pathto${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp. - Set
Target Directory Pathto${GAME_DIR_PATH}/${MODS[-1]}/maps.
- Set
- Ensure the tasks are all enabled.
- Click
Testand verify that everything works and the document compiles successfully. - Click
Launch.... - In the
Launch Enginewindow, setParametersto-applaunch 70 -novid -dev -console +sv_cheats 1 +map ${MAP_BASE_NAME}. - Click
Closein both windows.
Your recently created task profiles should be ordered like this:
- Export Map
- Run Tool: qbsp(.exe)
- Run Tool: vis(.exe)
- Run Tool: light(.exe)
- Run Tool: bspinfo(.exe)
- Copy Files
Congratulations! You are now ready to map for GoldSrc engine-based games and mods.
Additional Assistance
To assist you in effectively configuring the tools included in this kit, consider these two informative articles for additional guidance:
[!NOTE] The procedures outlined might vary slightly from the current project structure.
- Tutorial: Setting up TrenchBroom for GoldSource games, Bl00dWolf [TWHL]