Return to Castle Wolfenstein – Mapping/modding/etc under Linux (pt 2)

I’ve written up a Makefile to replace bspc. It also does the appropriate level image mutilation using ImageMagick’s “convert” utility and creates (and installs) the pk3 file. A few notes on its use…

  • A couple variables need to be edited for your system and map. PKG is the map name.
    The levelshot must be in png format, named “${PKG}.png”, must be bigger than 512×512, and should be 4:3 aspect ratio.
  • If the .map file is newer than the .bsp, it will generate a new bsp.
  • Unlike the bspc script, this expects to have its own directory. I like using ~/rtcw/${PKG}
    The map I’ve been toying with is named ‘de’, so I have ~/rtcw/de/ holding de.map and de.png. When I do ‘make pk3’, I get de.pk3, and in the game, I do “/spdevmap de” in the console.

Figuring out how to generate the bsp was a bit of a pain, the GtkRadiant source is an ugly mess and the docs for q3map2 are rough following if you don’t already know what’s going on. I ended up having the q3map2 shell script append $* into a tmp file so I could look at it…

Still no luck finding a terrain generator/converter… I may end up writing one… I’ve some ideas for ‘useful’ cli tools to automatically generate chunks of map that’d otherwise be extremely tedious.


Last modified on January 28, 2013. This entry was posted in Uncategorized and tagged , , , , , , , . Bookmark the permalink.

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