This is a newer version of my old Unity-BSP-Loader. As same as previously, this tool is made to make mapping for unity become easy. So this tool is not designed to just simply import your Quake map, but it can be used as such.
- You make your map in your special level-editor (Currently preferable is Trenchbroom).
- Your map file is being compiled into ".bsp" format.
- Unity-BSP-Loader imports your level into your currently opened Unity scene.
If you are not already familiar with this program, and you don't have any alternative tool in mind to create your Quake-like level, then it would be good for you to start using Trenchbroom. Tutorial is here.
Also if you don't want to buy the original Quake game to test your map, then you can use a free and legal Quake-like game called LibreQuake. Or you may find a legal Quake1 demo... somewhere...
To improve your mapping productivity, it would be good if you wouldn't have to switch between many windows. That's why it is preferable to replace your current compiling BSP GUI window with inside Trenchbroom tools/scripts. To compile your map you will need programs such as "qbsp" and "vis". You can download them, for example here, but it is up to you which one you will use.
When you will have these tools on your PC, you will have let the trenchbroom know how to access them. To do that, go to Preferences/Quake
and fill the qbsp
and vis
properties with a path to your selected executable. DumptruckDS also tells about doing that in his TrenchBroom Mapping Tutorial.
When you will have qbsp
and vis
defined in Preferences/Quake
, you will have to create a Profile to compile your map. To do this, go to Run/Compile Map...
and in the Profiles
panel (left panel), click on a plus icon. That's how you create profiles in TrenchBroom. After doing this you will have to fill this profiles with such example configuration:
Name: Unity for Quake BSP Compilation
Working Directory: ${MAP_DIR_PATH}
Instructions:
Export Map:
Target: ${MAP_DIR_PATH}
Run Tool:
Target: ${qbsp}
Parameters: "${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map" "${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp" -bsp2 -subdivide 1024
Run Tool:
Target: ${vis}
Parameters: "${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp"
This is a configuration that I like to use, but if you have better tools and like to add some changes to it, go ahead. Just make sure that in the end your compiled map will be in your easy to navigate directory (Like your map directory).
By clicking on Compile your map will be compiled to a .bsp
file, which is a quake map format, that has no useless, invisible to player faces. But to make this compiling proccess even more faster, I would really reccomend you binding a specific combination keys like CTRL + [
, to launch a Compile Map...
window. Go to Preferences/Keyboard/
and search for Run > Compile Map...
.
gonna write later... going on a trip...