News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu

How to create .map for D3BFG?

Started by bitterman, July 17, 2016, 08:38:09 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

bitterman

At now I think about:

1. Create map in D3 with internal editor, compile it, then copy to BFG.

2. Create map in GTK Radiant/Dark Radiant, then compile it in D3 (or D3BFG?), then copy.

But this very unoptimal. Moreover map can contain scripts, shaders and other complex stuff.

I also tried to create common folder for D3 and D3BFG (via fs_basepath) to works with D3 editor and immediately run it in D3BFG but D3 is crashes with it.

Is there a optimal way to create & compile maps for D3BFG?
How you create your maps for D3BFG?

Thanks.

bitterman

#1
Try this:

1. DarkRadiant -> Select Game -> Game settings -> Mod (fs_game) -> "my_BFG_mod_path". Mod textures must be visible in DR.

2. Edit & save "my_BFG_map".

3. RBDoom (latest version with working 'dmap') -> dmap "my_BFG_map".

Seems like it's works. Perhaps if it possible to set correct Engine path for RBDoom.exe (and rename it) map can be compiled via console command 'dmap' immediately in DR (not tested yet).

********************** upd ******************

+dmap my_BFG_map