To clear up a bit of confusion, what we released yesterday was the level editing tools and not the full SDK for Wolfenstein. Everything is there to create both single-player and multi-player maps. Also included is Escape ( from single-player ) and Beach ( from multi-player ) for reference.
The source code will be available soon.
I'm sure that will clear up some confusion...
Well, here's a little description by me (Pro-Filer), I'm not a mapping / modding / scripting / modelling / skinning or whatever expert myself so please comment if this description is inaccurate or incomplete, here it goes :D
This SDK contains:
- Wolf Radiant (Map Editor)
- roq video file maker
- BSP Converter
- TGA --> JPG converter (says "can only be run from E:wolfmsbuild" ??? :confused:)
- Makeaas (.aas file creator, .bat file)
- Camera Def Editing for DOOM, Wolf3D, Quake 3 Arena and Quake 3: Team Arena
- Terrain Construction for Quake 3 Engine Games
- Quake III Arena Shader Manual - Revision #12
- Wolfenstein Scripting Definitions
The SDK also contains example files (Maps, Models, Scripts and Textures) and the necessary readme files for the above mentioned tools.
There's probably more in there that I missed :D
Please comment below if my description is at some points inaccurate or incomplete, I'd greatly appreciate that!
Please read the information below before installing the Wolfenstein tools. Thank you for downloading the Return to Castle Wolfenstein Tool SDK. These tools are provided as-is, and are not supported by Activision, Gray Matter, Nerve Software, or id Software. Important Notes: --Wolf Radiant and Q3map are designed to work from within the c:/program files/wolf directory (default tool installation directory). We highly recommend you install the tools to this directory. **To use the Wolfenstein game/art assets, you will need to manuall copy your "Main" Wolfenstein game directory into the c:/program files/wolf directory. **Note: If you change the default installation directory of these tools to install them in your Wolfenstein game directory, then later uninstall the tools, your Return to Castle Wolfenstein game content will also be uninstalled. - For single player, once an .aas file is made for a map using bspc.exe a .rcd file will be made automaticly the first time you load the bsp in RTCW. - RTCW fully supports md3's. --To test a map file, move the mymapname.bsp file to the Program Files/Return to Castle Wolfenstein/Main/Maps directory. Start the game and bring down the console. Type in sv_pure 0 and hit Enter. Type in Devmap mymapname and hit Enter. --Many of the questions and problems that may be encountered making Wolfenstein maps will have to do with Quake 3 Engine mapping. Because they use the same game engine, many of the problems encountered and the solutions to those problems will be be the same for both games. A user new to the hobby of making game maps should investigate the map editing support pages and forums available for Quake 3 Arena. The Level Editing forum on http://www.quake3world.com is very friendly to first time mappers. This thread on the Map-Center forums is a good source for map making resources for RTCW: http://mapcenter.digitalarenas.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=12&t=000042
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