Description: The Q3Pball Mapping Essentials pak was created to enable mapping to begin for Q3Pball before its release.
In this version, textures were collected and created that allow mappers to create/edit Paintball style maps.
There is no entity list as of yet, since it has not been created.
The only reason for this 1.1beta release is to begin laying out Quake III Paintball maps and to get a preview of the game itsself.
The sample maps that were included were created to show several mapping features of Quake III Paintball.
The ground in sample.map/sample.bsp was created with the GenSurf plugin.
Installation/setup:
-For those who do not have MEP beta1.0
To install Quake III Paintball Mapping Essentials, extract all of the files enclosed in the q3pbmeb11.zip to your Quake III Arena directory (example: c:\Program Files\Quake III Arena\).
The paintball directory should be created after all of the files are extracted from the zip.
The new folder created should be named "paintball" (example: c:\Program Files\Quake III Arena\paintball\).
All of the Q3Pball Mapping Essential files will be enclosed in the paintball directory.
-For those who have MEP beta1.0
To install Quake III Paintball Mapping Essentials beta1.1, extract all of the files enclosed in the q3pbmeb11.zip to your Quake III Arena directory (example: c:\Program Files\Quake III Arena\).
Please OVERWRITE all of the previous Mapping Essentials files with the new ones included. Or delete your old "Quake III arena\paintball" directory before extracting.
Use in Q3Radiant: To use the Quake III Paintball Mapping Essentials with Q3Radiant you only have to change four things.
The four things to be changed are located in your Project Settings. To access your project settings click "File" then "Project Settings..."
You will see six text boxes named basepath, mapspath, rshcmd, remotebasepath, entitypath, and texturepath.
You will have to edit the basepath, mapspath, remotebasepath, and texturepath.
This is easily done by changing the baseq3 directory to the paintball directory.
The four text boxes should be similar to the following:
There you have it! You are all set to edit in Q3Radiant.
Just close the program first and re-open it and you will be all set.
To return to Quake III Arena editing, simply change the text boxes back to their original settings.
Testing your maps: To test your maps, go to the Quake III Arena main menu and select "mods."
Then select "Q3Pball Mapping Essentials" and click load.
Now you have loaded the paintball directory.
Select "Map Test" from the main menu.
In the next screen, all of the maps that are in your paintball/maps dir will be shown.
Click the map you wish to play/test and then click the "Play" button.
(In the included autoexec.cfg, sv_pure is set to "0", so unless you change the "seta sv_pure '0'" setting in the autoexec.cfg. The Q3Pball Mapping Essentials will have a default of "0"
so that you can always test your maps.)
Sample map info:
-Sample1 (sample.map/sample.bsp)
The sample map (sample.map) can be opend in Q3Radiant after the settings have been changed.
To view the map in Q3, load the Q3Pball Mapping Essentials mod.
Select "Map Test" from the main menu.
In the next screen, all of the maps that are in your paintball/maps dir will be shown.
Click the "Sample" map and then click the "Play" button.
You will notice that the texures on the ground are a little bit shaky. This is becuause the gensurf plugin created some funky brushes.
-Sample2(sample2.map/sample.bsp)
The sample2 map (sample2.map) can be opend in Q3Radiant after the settings have been changed.
To view the map in Q3, load the Q3Pball Mapping Essentials mod.
Select "Map Test" from the main menu.
In the next screen, all of the maps that are in your paintball/maps dir will be shown.
Click the "Sample2" map and then click the "Play" button.
This map includes the usage of the ladder texture/shader and the slick(ice) texture/shader combo.
Map Compiling Tool:
Included within the Mapping Essentials pak is the Q3PBC, better known as the Q3Pball Compiler. This is a utility that was created by Mastar for compiling maps.
It allows you to view the progress of your map, and is almost a necessity for any map maker.
Please refer to the readme.txt in the q3pbc dir (paintball/q3pbc/readme.txt) for more information.
FAQ:
-Q:How come when I load a map from the "Map test" screen, my map pretends like its loading, but then stops?
A:This is most likely because the /sv_pure "0" has been reset to /sv_pure "1". It must be set to "0" to test maps.
Also, check your autoexec.cfg and make sure that the "seta sv_pure '0'" line is still there.
There is also another reason easy to fix reason that a map will not load. This is because it does not contain an "info_playerstart" entity. This entity must be added into the map through Q3Radiant.
-Q:I cannot see my paint splats the walls or any other surface, and the console keeps scrolling "Addmarks is 0". Whats wrong?
A:This problem is easily fixed by going to Setup/Game Options/ and turning Marks On Walls to "On".
-Q:Why is my sky black? I know I put a sky there...
A:Another easy fix can be applied in this situation. Go to Setup/Game Options and turn High Quality Sky to "On".
Credits: Thanks to www.freetextures.com, http://halflife.lowlife.com/wadfather/, and any other website that textures were gathered from.
Also a special thanks to GoldBond who created several of the textures, the Digital Paint 2 team, and to all the people who chat in irc.enterthegame.com.
Contact: To contact the Q3Pball production team, connect to irc.enterthegame.com and join #q3pball.
To e-mail one of the Production Team leaders, go to http://www.planetquake.com/q3pball/ and visit the "Team" section.
Questions/comments: Please e-mail mastar@planetquake.com with all of your questions or comments.
Description: The Q3Pball Mapping Essentials pak was created to enable mapping to being for Q3Pball before its release.
In this version, textures were collected and created that allow mappers to create/edit Paintball style maps.
There is no entity list as of yet, since it has not been created yet.
The only reason for this 1.0beta release is to begin laying out Quake III Paintball maps.
The sample map that is included was created to show the potential that the Q3 engine posses.
The ground was created with the GenSurf plugin.
Installation/setup: To install Quake III Paintball Mapping Essentials, extract all of the files enclosed in the q3pbme.zip to your Quake III Arena directory (example: c:\Program Files\Quake III Arena\).
The paintball directory should be created after all of the files are extracted from the zip.
The new folder created should be named "paintball" (example: c:\Program Files\Quake III Arena\paintball\).
All of the Q3Pball Mapping Essential files will be enclosed in the paintball directory.
Use in Q3Radiant: To use the Quake III Paintball Mapping Essentials with Q3Radiant you only have to change four things.
The four things to be changed are located in your Project Settings. To access your project settings click "File" then "Project Settings..."
You will see six text boxes named basepath, mapspath, rshcmd, remotebasepath, entitypath, and texturepath.
You will have to edit the basepath, mapspath, remotebasepath, and texturepath.
This is easily done by changing the baseq3 directory to the paintball directory.
The four text boxes should be similar to the following:
There you have it! You are all set to edit in Q3Radiant.
Just close the program first and re-open it and you will be all set.
To return to Quake III Arena editing, simply change the text boxes back to their original settings.
Testing your maps: To test your maps, go to the Quake III Arena main menu and select "mods."
Then select "Q3Pball Mapping Essentials" and click load.
Now you have loaded the paintball directory.
At the console, type "/sv_pure 0" (without quotes).
Then type "/map mapname" (without quotes).
Sample map info: The sample map (sample.map) can be opend in Q3Radiant after the settings have been changed.
To view the map in Q3, load the Q3Pball Mapping Essentials mod.
At the console, type "/sv_pure 0" (without quotes).
Then type "/map sample" (without quotes).
You will notice that the texures on the ground are a little bit shaky. This is because it is not a full compile and a vis was not performed.
No lighting was done on this map as well.
Credits: Thanks to www.freetextures.com, http://halflife.lowlife.com/wadfather/, and any other website that textures were gathered from.
Also a special thanks to GoldBond who created several of the textures, the Digital Paint 2 team, and to all the people in #quake3mods at irc.enterthegame.com for giving shader help.
Contact: To contact the Q3Pball production team, connect to irc.enterthegame.com and join #q3pball.
To e-mail one of the Production Team leaders, go to http://www.planetquake.com/q3pball/ and go to the "Team" section.
Questions/comments: Please e-mail mastar@planetquake.com with all of your questions or comments.