home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CU Amiga Super CD-ROM 25
/
CU Amiga Magazine's Super CD-ROM 25 (1998)(EMAP Images)(GB)(Track 1 of 2)[!][issue 1998-08].iso
/
CUCD
/
Programming
/
QuakeTools
/
docs
/
ripped
/
quakeutils.txt
< prev
next >
Wrap
Text File
|
1998-04-29
|
8KB
|
202 lines
This is the readme from our most recent licensed developer CD. Not all of it is
applicable to this source upload, because the map editor, source data, and game
source code have not been made freely available (gotta have some reason to
charge lots of $$$ for it...), but it is the best documentation I have.
-- John Carmack
Quake Development CD 9/4/96
---------------------------
Included is all of the source data and utilities necessary to generate all of
the data distributed with quake, and the main executable itself. You can modify
the data in place, or copy the data you wish to modify to an addon directory and
work from there.
The win-32 tools have not been extensively tested yet, because we still do most
of our work on unix.
Completely building Quake code and data:
---------------------------------------
This process can take quite some time on a slow machine. I am omiting the steps
to rebuild all the maps, otherwise it would take all day (literally).
Install VC++ and MASM. You don't need MASM if you are going to use DJGPP to
compile the dos version instead of using the windows version.
Copy the contents of the quake development cd to /quake on any drive. The
directory MUST be called "quake", because that string is searched for by the
utilities to provide compatability between unix directories mounted inside a
tree, and windows directories mounted on a drive letter. You can move it off of
root, but it will require changes in a few batch files.
Add drive:\quake\bin_nt to your path.
cd \quake\utils
install // compiles all of the utilities and copies them to \quake\bin_nt
cd \quake\id1\gfx
foreach %i in (*.ls) do qlumpy %i // regrab all 2d graphics
// gfx.ls : graphics that are statically loaded: the small font, status bar stuff, etc
// cached.ls : graphics that are dynamically cached: menus, console background, etc
// the other .ls files are texture paletes for map editing
cd \quake\id1\progs
sprgen sprites.qc // regrab the sprites used in the 3d world (all three of them)
foreach %i in (*.qc) do modelgen %i // regrab all 3d models
// many of the .qc files do not actually specify a model, but
// running them through modelgen is harmless
qcc // rebuild progs.dat and files.dat
qfiles -bspmodels // reads files.dat and runs qbsp and light on all external
// brush models (health boxes, ammo boxes, etc)
qfiles -pak 0 // builds \quake\id1\pak0.pak
qfiles -pak 1 // builds \quake\id1\pak1.pak
// note that you should not leave the pak files in your development directory, because
// you won't be able to override any of the contents. If you are doing your work
// in an add-on directory, it isn't a problem, and the pak files will load faster
// than the discrete files.
cd \quake\code
mw // a batch file that compiles the windows version of quake
q +map newmap // a batch file that runs "quake -basedir \quake +map newmap"
the bsp tools
-------------
The bsp tools are usually run straight from the map editor, but they can also be
called from the command line.
cd \quake\id1\maps
qbsp dm1 // processes dm1.map into dm1.bsp
light dm1 // generates lightmaps for dm1.bsp. If you run "light -extra dm1", it will make smoother shadow
// edges by oversampling.
vis dm1 // generates a potentially visible set (PVS) structure for dm1.bsp. This will only work if
// the map is leak-free. You can run "vis -fast dm1" to generate a rough PVS without
// spending very much time.
bspinfo newmap // dumps the stats on newmap
QuakeEd
-------
You are not expected to be able to figure out how to use QuakeEd from the
(nonexistant) documentation we have. You get one full day with one of our map
designers for tutoring.
If you want to try it out anyway:
cd \quake\id1 // the directory that contains the quake.qe3 project file
qe3 // see quakeed.txt for a box-room walkthrough
QuakeEd is still undergoing development. The version included in bin_nt is a
newer version than the source included in utils. I don't have the current
source here right now.
Expect new versions over the next few weeks.
The main source code:
--------------------
You can use the djgpp compiler (http://www.delorie.com) to rebuild quake for
dos. We used a cross-compiler built for our Digital Unix alpha system that
works very rapidly, but the dos hosted compiler is quite slow.
Our reccomended procedure is to forget about dos and just work with the windows
version for code changes.
Currently at id we compile for three different platforms: NEXTSTEP, dos, and
windows. The code also compiles for linux, but that is not part of our regular
process. The C code is totally portable, but the assembly code was writen for
GAS, which was unfreindly for windows development. Michael wrote a GAS to MASM
translator to allow the assembly code to compile under windows. We still
consider the GAS code (.s) to be the master, and derive the masm (.asm) code
from it inside the makefile. If you are never going to touch the assembly code
(we don't reccoment you do), or you are willing to take full responsibility for
it, you can throw out the .s files and just use the .asm.
The direct-sound driver is not very good right now. You may want to run with
"-nosound".
The utilities source:
--------------------
Each utility has a seperate directory of code with a VC++ project file. They
all share several code files in the "common" directory. The NT versions of
these utilities have not been very extensively tested, as we still use DEC Unix
for most of our work (soon to change). The two source files you are most likely
to change are: common/lbmlib.c to load a more common graphics format, like pcx,
and common/trilib.c to load a 3D format other than Alias object seperated
triangles.
qe3 : The map editor. Designed for use on open GL accelerated systems such as
intergraph or glint-TX based systems, but it will still run on the basic NT
software version. REQUIRES A 3-BUTTON MOUSE!
qbsp / light / vis : these utilities are called directly from the map editor to
process .map files into .bsp files. They can be executed by hand if desired.
bspinfo : a command line utility that will dump the count and size statistics
on a .bsp file.
qlumpy : the 2-D graphics grabber. Grabs graphics off of .lbm pictures. Used
for grabbing the 2d graphics used by quake (status bar stuff, fonts, etc), and
also used for grabbing the textures to be viewed in qe3 and extracted by qbsp.
Qlumpy script files have the default extension ".ls" (LumpyScript).
qcc : the Quake-C compiler. Reads "progs.src", then compiles all of the files
listed there. Generates "progs.dat" for use by quake at runtime, "progdefs.h"
for use at compile time, and "files.dat" to be used as input for qfiles.exe.
qfiles : Builds pak files based on the contents of "files.dat" writen out by
qcc. It can also regenerate all of the .bsp models used in a project, which is
required if any changes to the file format have been made.
sprgen : the sprite model grabber. Grabs 2d graphics and creates a .spr file.
modelgen : the 3-D model grabber. Combines skin graphics with 3d frames to
produce a .mdl file. The commands are parsed out of .qc files that can also be
read by qcc, so a single source can both generate and use the data.
texmake : creates 2d wireframe outlines of a 3d model that can be drawn on to
give a texture to a model. This is only done once per model, or when the base
frame changes.
Example:
cd \quake\id1\models\torch
texmake base // reads base.tri and creates the graphic base.lbm
copy base.lbm skin.lbm // never work on the base skin, it might get overwritten
cd \quake\id1\progs
modelgen torch.qc // creates torch.mdl out of files in \quake\id1\models\torch
Continuing development work at id:
------------------------------
winquake : work is still being done on the direct-X drivers for quake.
qe3 : the NT editor does not yet have full functionality for texture
positioning and entity connecting.
qrad : a radiosity replacement for light.exe. Instead of placing light
entities, certain textures automatically become light emiters. The light
bounces off of surfaces, so a single light panel can light all sides of a room.
qcsg / qbsp / qwrite : qbsp.exe is being broken up into multiple programs to
reduce memory usage and provide a better means for experimentation. It should
get faster, as well.
visx : a faster replacement for vis.