Inside3D Asks #2: What are your favorite editting tools?
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Inside3D Asks #2: What are your favorite editting tools?
What are your favorite Quake related editing tools for the following and why?
Mapping & Compiling
2D Artwork
3D Modeling and Animation
QC Programming & Compiling
Engine Programming & Compiling
etc.
Mapping & Compiling
2D Artwork
3D Modeling and Animation
QC Programming & Compiling
Engine Programming & Compiling
etc.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Mapping : I'm honestly going to have to say Qoole 99 for editing. I know it's still quite bugged but the UI is the best I've seen so far in a mapping prog. I generally use hmap for the compiling, though I don't really have a reason why.
2D Artwork : Easily Paint Shop Pro. Great program, easy and flexible to use.
3D Modelling : qME because I bought it a long time ago, and it's easy to use. Most people moved onto something like 3D Studio Max or Blender for this stuff but I just can't bring myself to leave qME behind.
QC : For the actual programming I use windows explorer for browsing the folder and win32pad for the programming. It's basically a better notepad. For compiling I use FrikQCC GUI, although I recently got into CSQC programming so I use FTEQCC for that.
I don't do engine programming anymore, as many other people do it a lot better than me.
2D Artwork : Easily Paint Shop Pro. Great program, easy and flexible to use.
3D Modelling : qME because I bought it a long time ago, and it's easy to use. Most people moved onto something like 3D Studio Max or Blender for this stuff but I just can't bring myself to leave qME behind.
QC : For the actual programming I use windows explorer for browsing the folder and win32pad for the programming. It's basically a better notepad. For compiling I use FrikQCC GUI, although I recently got into CSQC programming so I use FTEQCC for that.
I don't do engine programming anymore, as many other people do it a lot better than me.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Mapping: I don't do any mapping aside from knocking up quick test maps to establish that something I'm doing is (or is not) working OK under specific circumstances. Worldcraft 1.5 suffices for these purposes. I'll compile with whatever utilities I have to hand, although I have a slight preference for the original ID utilities, warts and all.
2D Artwork: A combination of Paint Shop Pro (version 5 - fast, lightweight and simple) and custom tools I write myself for anything that it can't handle.
3D Modelling: I only need a MDL viewer, and so far QME is good enough. I might write my own at some stage though.
QC Programming & Compiling: I've never really done any QC. Notepad and basic QCC were good enough for the small bits of playing around I did, but if I was interested in doing anything for real (which I'm not) I'd want a proper IDE.
Engine Programming & Compiling: Visual Studio .NET 2003 for C or C++ stuff. The later versions are too heavyweight and have badly broken intellisense (for C/C++), earlier versions I find too primitive and clunky. I've tried out various other IDEs in the past, but I've always found something "not quite right" with them. I also use Visual C# 2005 Express for knocking up quick GUI tools, which I have quite a lot of at this stage.
2D Artwork: A combination of Paint Shop Pro (version 5 - fast, lightweight and simple) and custom tools I write myself for anything that it can't handle.
3D Modelling: I only need a MDL viewer, and so far QME is good enough. I might write my own at some stage though.
QC Programming & Compiling: I've never really done any QC. Notepad and basic QCC were good enough for the small bits of playing around I did, but if I was interested in doing anything for real (which I'm not) I'd want a proper IDE.
Engine Programming & Compiling: Visual Studio .NET 2003 for C or C++ stuff. The later versions are too heavyweight and have badly broken intellisense (for C/C++), earlier versions I find too primitive and clunky. I've tried out various other IDEs in the past, but I've always found something "not quite right" with them. I also use Visual C# 2005 Express for knocking up quick GUI tools, which I have quite a lot of at this stage.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Mapping: Worldcraft - may not be the most featured map editor, and is rather single game-centric, but it's simple and fast and gets the job done.
2D Art: I'm not an artist, but I make pretty much all my concepts in MSPaint (:D) and touch them up in GIMP. Same reason as the one I use worldcraft ;> (plus GIMP is free)
3D Modeling: QME
QC Programming: Notepad++ all the way. I don't understand how I got by without it before I discovered the program. It's a sheer life-saver from the formatting to the window tabs, and the excellent search function.
Compiling: FTE QCC GUI. I love being able to double-click somewhere where there's an error or warning and fix it, save, and recompile. Simply an awesome program. For compiling the engine, Microsoft Visual Studio Express 2008. There's simply none better that's free.
2D Art: I'm not an artist, but I make pretty much all my concepts in MSPaint (:D) and touch them up in GIMP. Same reason as the one I use worldcraft ;> (plus GIMP is free)
3D Modeling: QME
QC Programming: Notepad++ all the way. I don't understand how I got by without it before I discovered the program. It's a sheer life-saver from the formatting to the window tabs, and the excellent search function.
Compiling: FTE QCC GUI. I love being able to double-click somewhere where there's an error or warning and fix it, save, and recompile. Simply an awesome program. For compiling the engine, Microsoft Visual Studio Express 2008. There's simply none better that's free.
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
Re: Inside3D Asks #2: What are your favorite editting tools?
Mapping & Compiling: I hate mapping, but when I have to I use NetRadiant or BSP and Q3MAP2 or LH's tools.
2D Artwork: Micrographx Picture Publisher. An awesome piece of kit that is unfortunately no longer on the market, but I love it.
3D Modeling and Animation: 3DS Max, (Quark and Qme for converting)
QC Programming & Compiling: Editplus, it's a text editor with a QC plugin for colouring text. It's frikkin' sweet. I use FTEQCC (CLI) to compile.
Engine Programming & Compiling: None.
2D Artwork: Micrographx Picture Publisher. An awesome piece of kit that is unfortunately no longer on the market, but I love it.
3D Modeling and Animation: 3DS Max, (Quark and Qme for converting)
QC Programming & Compiling: Editplus, it's a text editor with a QC plugin for colouring text. It's frikkin' sweet. I use FTEQCC (CLI) to compile.
Engine Programming & Compiling: None.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
Re: Inside3D Asks #2: What are your favorite editting tools?
Error wrote:What are your favorite Quake related editing tools for the following and why?
Mapping & Compiling
2D Artwork
3D Modeling and Animation
QC Programming & Compiling
Engine Programming & Compiling
etc.
For mapping I use GtkRadiant, I also managed to try out some alpha whatever version of ZeroRadiant, but it was too buggy to be used really.
2D artwork: Paint Shop Pro 8.. I have plans to update into (read buy) the newest version whenever that comes out.
My favourite 3D modeling and animation is 3dsmax, I also have zbrush and it is quite fun.
QC programming I do with TextPad, then compile it with FTEQCC with the GUI.
I don't do engine programming or compiling, but if I did that sort of thing, I would use visual c++ 2008 express.
For Sound & Music I use Sound Forge and Reason. Usually it's Sound Forge for sound effects and Reason for music.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Mapping : Quark
2D Artwork : Photoshop CS4
3D Modeling and Animation : q2 modeller, 3ds max, gmax, qme, quark.
QC Programming & Compiling : Editing - Wordpad, compiling - frikqcc.
Engine Programming & Compiling : visual studio 2008
2D Artwork : Photoshop CS4
3D Modeling and Animation : q2 modeller, 3ds max, gmax, qme, quark.
QC Programming & Compiling : Editing - Wordpad, compiling - frikqcc.
Engine Programming & Compiling : visual studio 2008
^O,..,o^
- Freemanoid
- Posts: 52
- Joined: Mon Jun 16, 2008 11:25 am
- Location: BELARUS
Mapping: Worldcraft 3.3 with Bengt Jardrup's compile tools. Works really good for me.
2D Artwork: Paint shop pro 4
3D Modeling and animation: QME, q2mdler, quark.
QC Programming and compiling: Dos qEdit, Programmer's Notepad and FrikQCC.
Engine Programming: Don't do this much, so nothing.
Sound editing: Cooledit 96.
2D Artwork: Paint shop pro 4
3D Modeling and animation: QME, q2mdler, quark.
QC Programming and compiling: Dos qEdit, Programmer's Notepad and FrikQCC.
Engine Programming: Don't do this much, so nothing.
Sound editing: Cooledit 96.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Mapping: GTKRadiant 1.5, though I'm told I should move to netRadiant. Hmap2 for compiling.
2D Artwork: Urm...
3d Modeling and animation: Electro
QC Programming and compiling: I mostly use Supa, Lardarse, LordHavoc, Rich and Sajt. Sometimes I like to pretend, and when I do, I use Notepad++ and fteqcc cl
Engine Programming: LordHavoc and Sajt
2D Artwork: Urm...
3d Modeling and animation: Electro
QC Programming and compiling: I mostly use Supa, Lardarse, LordHavoc, Rich and Sajt. Sometimes I like to pretend, and when I do, I use Notepad++ and fteqcc cl
Engine Programming: LordHavoc and Sajt
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
2D Artwork - Corel Photopaint, I just prefer it over Photoshop, it seems more intuitive to me and I am used to it so able to work much faster.
3D Modeling and Animation - Blender, though I use QME and Quick3D to convert files.
Mapping - AARadiant, which is an Alien Arena specific radiant. Again, very used to it so I can move fast with it.
Engine Programming - MSVC6, only because the original projects were using that, and also because compiled versions are signifigantly faster than on MSVC2008, which I find odd, and slightly disturbing. I also use Rendermonkey for GLSL programming.
Sound Editing - SoundForge, Audacity, Cooledit(for looping only)
QC - Haven't touched QC in a decade, but when I did I used notepad.
3D Modeling and Animation - Blender, though I use QME and Quick3D to convert files.
Mapping - AARadiant, which is an Alien Arena specific radiant. Again, very used to it so I can move fast with it.
Engine Programming - MSVC6, only because the original projects were using that, and also because compiled versions are signifigantly faster than on MSVC2008, which I find odd, and slightly disturbing. I also use Rendermonkey for GLSL programming.
Sound Editing - SoundForge, Audacity, Cooledit(for looping only)
QC - Haven't touched QC in a decade, but when I did I used notepad.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
2D Artwork - Paint Shop Pro 5 or GIMP, lmp/spr making with Fimg.
3D Modeling and Animation - All done within Blender. QME only for setting model flags and inserting/replacing skins
Mapping - Worldcraft 1.1a (97), Worldcraft 1.6 (any other year), QuArK (not-quakes)
Engine Programming - Microsoft Visual C++ 6 because the later versions are just hyped bloat with less compatibility.
Sound Editing - CoolEdit 96 for resampling and inserting loop points, Audacity for open source sound making (OpenArena), Modplug Tracker for music creation (more like music replication if you know what i mean)
QC Programming and compiling: metapad for the editing, MS-DOS Edit for the editing, FrikQCC and FTEQCC for the compiling (CLI versions, not GUI)
3D Modeling and Animation - All done within Blender. QME only for setting model flags and inserting/replacing skins
Mapping - Worldcraft 1.1a (97), Worldcraft 1.6 (any other year), QuArK (not-quakes)
Engine Programming - Microsoft Visual C++ 6 because the later versions are just hyped bloat with less compatibility.
Sound Editing - CoolEdit 96 for resampling and inserting loop points, Audacity for open source sound making (OpenArena), Modplug Tracker for music creation (more like music replication if you know what i mean)
QC Programming and compiling: metapad for the editing, MS-DOS Edit for the editing, FrikQCC and FTEQCC for the compiling (CLI versions, not GUI)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Mapping: Quest, bjptools, vim
2D: Wally, Gimp, old PSP, etc.
QC: Vim, fteqcc
Sound: Sweep, sox, normalize, Goldwave etc.
C coding: Vim, gcc
3D: QME if at all
Getting into DOOM mapping: Yadex, bsp
Other: SVN, standard Unix tools, some im/exporters for various formats, etc
txt2man for writing man pages, vim for writing everything else, fbi to look at pics, irssi to chat
2D: Wally, Gimp, old PSP, etc.
QC: Vim, fteqcc
Sound: Sweep, sox, normalize, Goldwave etc.
C coding: Vim, gcc
3D: QME if at all
Getting into DOOM mapping: Yadex, bsp
Other: SVN, standard Unix tools, some im/exporters for various formats, etc
txt2man for writing man pages, vim for writing everything else, fbi to look at pics, irssi to chat
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
haha scar3crow
Mapping & Compiling:
GTKradiant 1.4 - because it's fast and reliable. Version 1.5 sounds good in theory, but in practice it's more key presses to do the same things.
2D Artwork:
Adobe Photoshop CS3, Crazybump
3D Modeling and Animation:
3D Studio Max 9 64-bit (last good version of max) (modeling/animation), Mudbox (highpoly), Topogun (re-topologizing meshes (and creating low poly), baking out AO & normalmaps from high poly)
QC Programming & Compiling:
Ultraedit, fteqcc (win32 gui version)
Engine Programming & Compiling:
Microsoft Visual Studio 2008
The reasons for using the tools I do in the case of 3D/2D/Engine Compiling are because that's what I use at work... and they're used in the industry for a reason.
Mapping & Compiling:
GTKradiant 1.4 - because it's fast and reliable. Version 1.5 sounds good in theory, but in practice it's more key presses to do the same things.
2D Artwork:
Adobe Photoshop CS3, Crazybump
3D Modeling and Animation:
3D Studio Max 9 64-bit (last good version of max) (modeling/animation), Mudbox (highpoly), Topogun (re-topologizing meshes (and creating low poly), baking out AO & normalmaps from high poly)
QC Programming & Compiling:
Ultraedit, fteqcc (win32 gui version)
Engine Programming & Compiling:
Microsoft Visual Studio 2008
The reasons for using the tools I do in the case of 3D/2D/Engine Compiling are because that's what I use at work... and they're used in the industry for a reason.
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
I just realized I am stuck with the same old tools for a lot of years...
Mapping & Compiling: Quark 4.07, Bengt Jardrup versions of QBSP, VIS and LIGHT.
2D Artwork: Paint Shop Pro... 3.12 . Yeah, I know, this is older than some people in this forums, but I am so used to that...
3D Modeling and Animation: QME, Quark 4.07, StudioMDx (together they are a very complete tool)
QC Programming & Compiling: TextPad, PROQCCW (I tried FrikQCC for a while but got some weird problems)
Engine Programming & Compiling: MSVC 6
But seeing all the responses I also realize a great strength in Quake: you can do a lot of cool stuff using your favorite (and many times, free or inexpensive) tools. Very different from modern engines, which requires expensive editors/IDE's. This may be a good answer to the "why the Quake community is so active almost 13 years after its release ?" question.
Mapping & Compiling: Quark 4.07, Bengt Jardrup versions of QBSP, VIS and LIGHT.
2D Artwork: Paint Shop Pro... 3.12 . Yeah, I know, this is older than some people in this forums, but I am so used to that...
3D Modeling and Animation: QME, Quark 4.07, StudioMDx (together they are a very complete tool)
QC Programming & Compiling: TextPad, PROQCCW (I tried FrikQCC for a while but got some weird problems)
Engine Programming & Compiling: MSVC 6
But seeing all the responses I also realize a great strength in Quake: you can do a lot of cool stuff using your favorite (and many times, free or inexpensive) tools. Very different from modern engines, which requires expensive editors/IDE's. This may be a good answer to the "why the Quake community is so active almost 13 years after its release ?" question.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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