Ericw-tools: Difference between revisions

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== Trivia ==
== Trivia ==
* The maps in the Kex Engine remasters of {{quake|4.1}} and {{quake2|4.1}} were compiled using ericw-tools, and the finalization of Q2BSP support for ericw-tools was developed in-tandem with the development of the Quake II remaster.
* The maps in the Kex Engine remasters of {{quake|4.1}} and {{quake2|4.1}} were compiled using ericw-tools, and the finalization of Q2BSP support for ericw-tools was developed in-tandem with the development of the Quake II remaster.
{{tip|ericw-tools can also create an [[OBJ]] from a [[MAP]] file with {{w|Constructive solid geometry|CSG}} applied, which cleans up geometry much like [[HLCSG]] or [[VBSP]] does, unlike most [[MAP]] to [[SMD]] converters. To use:
# Texture the MAP with textures from a [[WAD]] (either WAD2 or WAD3 will do) contained in the same folder as the MAP.<br> (loose [[TGA]], [[PNG]], and [[JPG]] textures are also supported, but the setup and paths are slightly different.)
# Run {{code|qbsp.exe -objexport -nosubdivide -wadpath . <mapname>.map}}
# Import one of the resulting OBJ files into 3D editor of choice, using Z Up and X Forward.
# Convert the geometry into quads, then re-triangulate.
# Set up and assign appropriate materials to each face.
# Export using format and plugin of choice.
}}


== External links ==
== External links ==

Revision as of 11:34, 15 January 2024

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ericw-tools, also colloquially referred to as EricW's tools, is a set of compilers for Quake-style BSP maps. Originally developed for Quake Quake maps, the latest development versions also have full Quake II Quake II and experimental GoldSrc GoldSrc support.

Trivia

  • The maps in the Kex Engine remasters of Quake Quake and Quake II Quake II were compiled using ericw-tools, and the finalization of Q2BSP support for ericw-tools was developed in-tandem with the development of the Quake II remaster.
Tip.pngTip:ericw-tools can also create an OBJ from a MAP file with Wikipedia icon CSG applied, which cleans up geometry much like HLCSG or VBSP does, unlike most MAP to SMD converters. To use:
  1. Texture the MAP with textures from a WAD (either WAD2 or WAD3 will do) contained in the same folder as the MAP.
    (loose TGA, PNG, and JPG textures are also supported, but the setup and paths are slightly different.)
  2. Run qbsp.exe -objexport -nosubdivide -wadpath . <mapname>.map
  3. Import one of the resulting OBJ files into 3D editor of choice, using Z Up and X Forward.
  4. Convert the geometry into quads, then re-triangulate.
  5. Set up and assign appropriate materials to each face.
  6. Export using format and plugin of choice.

External links