Open HeadClot opened 2 years ago
Just throwing this out there. Anyone can make a game support file addon for NRC to achieve what you are looking to do. Just look at the existing supported games for examples.
Just throwing this out there. Anyone can make a game support file addon for NRC to achieve what you are looking to do. Just look at the existing supported games for examples.
Hey - How would I go about doing this? I am more than willing to make a PR for a NRC generic mode if I knew what to look for and do.
If you're not playtesting your game in a quake engine then you can use q3 as your game to see textures/ in editor. NRC has valve 220 map format for both q1 and q3 but I think HammUEr screwed UVs when I tried.
QL gamepack matches the wishlist: tga, jpg, png, textures go to baseq3/textures/yourfoldername/, valve220 selectable via preferences.brush.new map brush type.
Except this flavor of 220 stores face flags, which may be pa problem, fixable by maptypes="mapq1"
in gamepacks\games\quakelive.game
.
QL gamepack matches the wishlist: tga, jpg, png, textures go to baseq3/textures/yourfoldername/, valve220 selectable via preferences.brush.new map brush type. Except this flavor of 220 stores face flags, which may be pa problem, fixable by
maptypes="mapq1"
ingamepacks\games\quakelive.game
.
Hey thanks for the tips everyone. I have an initial version of the generic.game
profile working. I am going to make a simple map and export it to unreal engine to see what else I need to do.
I have a generic game profile already you can have. Let me package it up and I will post it here.
Extract the 2 dirs in the zip into your "netradiant-custom/gamepacks/"
I have the game path set to "/games/generic/" & the base dir set to "/games/generic/base/"
/games/generic/base/
/maps/
/scripts/
/textures/
/textures/dir1
/textures/dir2
I think you get the idea... You change it to suit your needs.
It will automatically load the textures and dirs under /textures.
The generic.fgd
is inside /netradiant-custom/gamepacks/generic.game/base/
NRC is strict with the base class case so something like baseclass
will throw errors, where BaseClass
will not. Just a heads up when making you custom entity fgds.
@HeadClot : Feel free to use this to base your PR on if you decide to customize this further. I don't have the time.
Thank you so much @eGax for this. Will be using this for the base of my PR :)
Would it be possible to get a generic config for NRC? Similar to how Trench Broom handles its generic mode. This would be really useful for people making their own games with Net Radiant Custom but do not want to use trench broom. Currently Trench broom is the only quake level editor that has a Generic Mode.
Here is what I would like to see in a NRC generic mode -
To give some context about why I want this - I use HammUEr to import levels from Trench broom to Unreal Engine. I then add the various game logic, props, etc. inside Unreal Engine.
This would also be useful for tools such as RealTimeCSG for Unity with its .map importer plugin and the Qodot plugin for Godot engine.