Quake ToolKit 1.51 out


(Eraser) #1

warning, p1mp post :wink:

A new version of the Quake ToolKit is out, version 1.51. Here’s the list of changes since version 1.5:

[ul]
[li]Added new q3map2 switches and removed old non-functional ones
[/li][li]Added the option to save/load compile setup presets/configs
[/li][li]Added a file info box to compiler window
[/li][li]Added the option to add custom bot names to arena files
[/li][li]Fixed -area and -point entry fields
[/li][li]All compile switches show a function description at the bottom of the window on mouse-over
[/li][li]Map Compiler GUI’s interface reworked
[/li][/ul]

Especially the changes made to the Map Compiler GUI are pretty interesting.

For those that don’t know what the Quake ToolKit is, here’s an quick walkthrough:

The Quake ToolKit utility is a simple, but very effective and multifunctional utility designed to give Q3A players, mappers and server administrators easy access to very useful tools. The ToolKit is basically a collection of small tools.

The ToolKit has the following features:

[ul]
[li]Tool for easy .arena file creating
[/li][li]Shell for Q3Map. Allows you to set compile options etc. Similar to Q3Build.
[/li][li]Easy to use tool to create new bots
[/li][li]Random Team Generator. Randomly Generates two teams from a list of players
[/li][li]Wizard for easy compiling of RoQ video files
[/li][li]Server Configuration. Basic server setup utility. Great for setting up lan games.
[/li][li]Customizable Skins
[/li][li]Quake 3 profile manager.
[/li][li]Easy access to all tools and Q3Radiant through taskbar trayicon
[/li][li]Now with support for RTCW
[/li][/ul]

For you mappers, there are a number of interesting tools, starting off with the Map Compiler GUI. This is a tool that has a similar function like Q3Build and Hr.O’s Q3Map2Toolz. Though where Q3Build only supports standard Q3Map, and Hr.O’s Q3Map2Toolz only supports Q3Map2, the Map Compiler GUI in the Toolkit supports both 100%, automatically adjusting it’s set of features to the compiler that has been selected for use.

In this screenshot here you can see the Map Compiler GUI’s interface. To the left a tabs-panel where you can set up your commandline switches for the compiler. To the right some additional options, a browser to select your map file, some info about the currently selected map, and a list of saved setups for the switches tab-panel to the left. You can save your own ‘compile setup’ to this list for easy access.

Are there features of the Map Compiler GUI that you don’t use, and you only find to clutter up the interface? No problem, close and open them with one mouseclick:

The second tool interested for mappers is the Arena Creation Tool. Easily create arena files for your maps:

Interesting for some mappers might be this wizard, which automatically creates input files for the RoQ moviefile compiler using a step-by-step method to acquire the required information:

The main window interface is fully skinnable. Here’s an example of a pretty basic skin I made. It’s based on the Metallic look that comes with WindowsXP.

Here’s an example of a brand new skinning feature, shaped buttons. Buttons now can have any shape, not just square or rectangular like before. This skin doesn’t come with the ToolKit (thank god ;)), it was made by me just to test the code, and I suck at image editing :wink:

Ofcourse, if you’re better at making skins, then you’re free to take a try at it. In fact, I’m looking for people who are interested in making skins to compile a second skin pack (the first one is available on the Engines of Creation site).

So, if my very “sales-person-esque” talk here didn’t convince you, then just try it and see what you think :wink:

Feedback is very much appreciated!


(U.S.S. Speed) #2

The software look really cool.

downloading.

but the last image suck. :smiley:

You need someone to help you on that!

NOW WE NEED A MAC PORT!!! :clap:


(r3tina) #3

Heh heh, indeed. It’s only a test skin tho, to test the button-shape code :slight_smile:


(Eraser) #4

yes yes, please don’t bash my image editing skills, I know they aren’t worth much :wink:

I just uploaded version 1.51b though. I noticed the 2.3.37 release of q3map2 and it has the new -snap N switch. I added that to the toolkit and replaced the 1.51 download with 1.51b, just to stay right on top of things :wink:


(U.S.S. Speed) #5

Link to 1.51b doesn’t seam to work…


(Eraser) #6

It works now. It might not have worked because I posted this right after uploading the file, and fileplanet takes it’s time updating it’s download mirrors. This is done every so many hours, and when a file is uploaded, it won’t be available until the next mirrors synchronization.


(U.S.S. Speed) #7

Sad. Won’t be able to use your software. :frowning:

Seam you don’t have support for Elite Force or other game supported by Q3Map2.


(Eraser) #8

No only Q3 and RTCW at the moment.
Unfortunately, the way the tool was designed when I first started it, it doesn’t allow for easy adding of new games. I managed to hook in RTCW support, but it was an awful lot of work.

I may eventually start all over from scratch, this time planning everything ahead, so I can add support for new games, even run-time. That would be really sweet, but I ain’t got the time to do such a thing right now. I’m actually kind of waiting for the first Doom3 engine game (which would be Doom3 itself) to be released so I can see if I can design any tools for Doom3 engine games as well. But that’s all for the distant future.


(system) #9

I’m using a .bat to compile. :wink:
And all other stuff like .roq can be done easy done with notepad. :slight_smile:


(r3tina) #10

Sure, but people are lazy. Once you gotten used to the “click a few checkboxes and compile” way of things, you don’t want anything else :slight_smile:


(Eraser) #11

UPDATE: I’ve uploaded v1.51c of the Toolkit.
Thanks to Todtsteltzer and Old_Fellow from the Q3W mapping community I’ve been able to do some fixes.

Download the new file here.

I added the following q3map2 switches: convert, debuginset, mi, mv, nohint, np, debugaxis, debugcluster, debugorigin, faster, bouncescale, bsp2map
I also added buttons to directly import and export lightmaps to and from bsp files without having to do a full compile.