I have seen sometimes in this forums that some people would like to see in Blitz tools like the ones that come with 3D GameStudio.
Well, I have discovered that this is possible now. 3DGS map editor, WED, is based on another program called Qoole. Qoole were discontinued and the source code to the program were made available to the public on Qoole's Source Repository: http://www.volved.com/qsr
You can get Qoole 2.5 there, which is exactly like WED. Here's a pic of Qoole 2.5 in action:

According to what the webpage says, Qoole "is now available free to the public. The Source Code held herein is not undergoing further updates or improvements. It is provided so that you may play, tinker, improve, and even create your own applications, using Qoole v0.99 as a base". And, according to the license file included with the package, "you may use the SOFTWARE for commercial use, granted that the SOFTWARE (created by LITHIUM) is given proper recognition as one of the design tools in the creation of the product or service for commercial use".
Qoole 2.5 is just 1.7 mb, but you can download a CD-ROM zipped version (220 mb). You unzip the file, burn the contents on a CD-ROM, and you have a great version of the program with autorun! :) Very cool.
Ok, my program BSP Factory will be published very soon by Binary People. With BSP Factory, you can import the BSP file generated by Qoole, and export it as a B3D file, ready to load in Blitz, and with all the entity information in it.
You must use Qoole in Quake1 mode in order to import the BSPs into BSP Factory. Ok, you may say, "Quake1 maps are crap". You're probably right, but the geometry information stored in a Quake BSP is EXACTLY the same as the information stored in a Half-Life BSP. The main difference is that Quake uses grayscale lightmaps, while Half-Life uses full color lightmaps, and that all the textures in a Quake WAD use the same 8bit palette, while Half-Life WADs have one palette for each texture.
Both problems are avoided by BSP Factory. BSP Factory generate its own lightmaps using the lights positioned in the BSP, and the textures are loaded from JPG files, so you can create a crappy quality Quake1 WAD (using Wally) just to make your map in Qoole, and then use the high-quality JPG textures to import the map in BSP Factory. So a Quake1 BSP and a Half-Life BSP will look exactly the same ^_^
BSP Factory will be available very soon for only $14.99
Well, I have discovered that this is possible now. 3DGS map editor, WED, is based on another program called Qoole. Qoole were discontinued and the source code to the program were made available to the public on Qoole's Source Repository: http://www.volved.com/qsr
You can get Qoole 2.5 there, which is exactly like WED. Here's a pic of Qoole 2.5 in action:

According to what the webpage says, Qoole "is now available free to the public. The Source Code held herein is not undergoing further updates or improvements. It is provided so that you may play, tinker, improve, and even create your own applications, using Qoole v0.99 as a base". And, according to the license file included with the package, "you may use the SOFTWARE for commercial use, granted that the SOFTWARE (created by LITHIUM) is given proper recognition as one of the design tools in the creation of the product or service for commercial use".
Qoole 2.5 is just 1.7 mb, but you can download a CD-ROM zipped version (220 mb). You unzip the file, burn the contents on a CD-ROM, and you have a great version of the program with autorun! :) Very cool.
Ok, my program BSP Factory will be published very soon by Binary People. With BSP Factory, you can import the BSP file generated by Qoole, and export it as a B3D file, ready to load in Blitz, and with all the entity information in it.
You must use Qoole in Quake1 mode in order to import the BSPs into BSP Factory. Ok, you may say, "Quake1 maps are crap". You're probably right, but the geometry information stored in a Quake BSP is EXACTLY the same as the information stored in a Half-Life BSP. The main difference is that Quake uses grayscale lightmaps, while Half-Life uses full color lightmaps, and that all the textures in a Quake WAD use the same 8bit palette, while Half-Life WADs have one palette for each texture.
Both problems are avoided by BSP Factory. BSP Factory generate its own lightmaps using the lights positioned in the BSP, and the textures are loaded from JPG files, so you can create a crappy quality Quake1 WAD (using Wally) just to make your map in Qoole, and then use the high-quality JPG textures to import the map in BSP Factory. So a Quake1 BSP and a Half-Life BSP will look exactly the same ^_^
BSP Factory will be available very soon for only $14.99