Skip to content

3. First Setup

Jonathan Linat edited this page Feb 28, 2024 · 13 revisions

Quake

  1. Locate and open the quake-leveldesign-starterkit-[date]-[os]/ directory in your file explorer.
  2. Create three new directories:
    • An id1/ directory inside the tools/ironwail/ sub-directory.
    • A maps/ directory within the tools/ironwail/id1/ sub-directory to store compiled maps.
    • A working/ directory at the root level and a sub-directory named quake/ inside it.
      • This sub-directory will host .map files and other related files once the level-compiler/ binaries are used.
  3. Copy the .pak file(s) from your Quake game installation and paste them (it) into the tools/ironwail/id1/ sub-directory:
    • pak0.pak and pak1.pak from the original game release.
    • pak0.pak from 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

  1. Open TrenchBroom.
  2. In the Welcome to TrenchBroom window, click New map....
  3. In the Select Game window, click Open preferences....
  4. Select the Quake profile in the Games tab of the Preferences window.
    • Set the Game Path to <path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail.
  5. Click Configure engines....
  6. Add a new profile by clicking the + button.
    • Set Name to Ironwail.
    • Set Path to <path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail/ironwail(.exe).
  7. Click Close.
  8. Leave the Compilation Tools fields empty.
  9. Click Apply, then OK.
  10. Select the Quake profile in the Select Game window.
  11. Keep Map Format as Valve.
  12. Click OK.
  13. A new document is now open for mapping. Save it in <path/to/quake-leveldesign-starterkit-[date]-[os]>/working/quake sub-directory (Name it as you wish).

Set Up the Compiler

TrenchBroom is now open. You see a square shape in its 3D view.

  1. Click on the Run menu.
  2. Select Compile Map....
  3. In the Compile window, add a new profile by clicking the + button.
    • Set Name to Compile.
    • Set Working Directory to ${MAP_DIR_PATH}.
  4. Add an Export Map task profile by clicking +.
    • Set Field Path to ${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map.
  5. Add a Run Tool task profile for each of the following tools, setting Tool Path to the respective paths in <path/to/quake-leveldesign-starterkit-[date]-[os]>/level-compiler:
    • qbsp(.exe) with Parameters: -nocolor ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp.
    • vis(.exe) with Parameters: -nocolor ${MAP_BASE_NAME}.bsp.
    • light(.exe) with Parameters: -nocolor ${MAP_BASE_NAME}.bsp.
    • bspinfo(.exe) with Parameters: ${MAP_BASE_NAME}.bsp.
  6. Enable Stop on nonzero error code for each tool.
  7. Add a Copy Files task profile:
    • Set Source File Path to ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp.
    • Set Target Directory Path to ${GAME_DIR_PATH}/${MODS[-1]}/maps.
  8. Ensure the tasks are all enabled.
  9. Click Compile and verify that everything works and the document compiles successfully.
  10. Click Launch....
  11. In the Launch Engine window, set Parameters to -basedir <path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail +game ${MODS[-1]} +map ${MAP_BASE_NAME}.
  12. Click Close.

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]

GoldSrc

  1. Locate and open the quake-leveldesign-starterkit-[date]-[os]/ directory in your file explorer.
  2. Create a new directory:
    • A working/ directory at the root level and a sub-directory named goldsrc/ inside it.
      • This sub-directory will host .map files and other related files once the level-compiler/ binaries are used.

Your directory structure should look like this:

.
├── extras/
├── level-compiler/
├── level-editor/
├── working/
|   └── goldsrc/
└── tools/

Configure the Game Profile

  1. Open TrenchBroom.
  2. In the Welcome to TrenchBroom window, click New map....
  3. In the Select Game window, click Open preferences....
  4. Select the Half-Life (experimental) profile in the Games tab of the Preferences window.
    • Set the Game Path to <path/to/steam>/steamapps/common/Half-Life.
  5. Click Configure engines....
  6. Add a new profile by clicking the + button.
    • Set Name to Half-Life.
    • Set Path to <path/to/steam>/steam.sh|Steam.exe.
  7. Click Close.
  8. Click Apply, then OK.
  9. Select the Half-Life (experimental) profile in the Select Game window.
  10. Keep Map Format as Valve.
  11. Click OK.
  12. A new document is now open for mapping. Save it in <path/to/quake-leveldesign-starterkit-[date]-[os]>/working/goldsrc sub-directory (Name it as you wish).

Set Up the Compiler

TrenchBroom is now open. You see a square shape in its 3D view.

  1. Click on the Run menu.
  2. Select Compile Map....
  3. In the Compile window, add a new profile by clicking the + button.
    • Set Name to Compile.
    • Set Working Directory to ${MAP_DIR_PATH}.
  4. Add an Export Map task profile by clicking +.
    • Set Field Path to ${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map.
  5. Add a Run Tool task profile for each of the following tools, setting Tool Path to the respective paths in <path/to/quake-leveldesign-starterkit-[date]-[os]>/level-compiler directory:
    • qbsp(.exe) with Parameters: -nocolor -hlbsp ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp.
    • vis(.exe) with Parameters: -nocolor ${MAP_BASE_NAME}.bsp.
    • light(.exe) with Parameters: -nocolor ${MAP_BASE_NAME}.bsp.
    • bspinfo(.exe) with Parameters: ${MAP_BASE_NAME}.bsp.
  6. Enable Stop on nonzero error code for each tool.
  7. Add a Copy Files task profile:
    • Set Source File Path to ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp.
    • Set Target Directory Path to ${GAME_DIR_PATH}/${MODS[-1]}/maps.
  8. Ensure the tasks are all enabled.
  9. Click Compile and verify that everything works and the document compiles successfully.
  10. Click Launch....
  11. In the Launch Engine window, set Parameters to -applaunch 70 -novid -dev -console +sv_cheats 1 +map ${MAP_BASE_NAME}.
  12. Click Close.

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]