This release offers a unique opportunity to explore id Software's foundational 3D level editor, QuakeEd, in its entirety. Included is a fully working copy of the source code, providing an invaluable resource for enthusiasts and developers alike.
Dive in headfirst into the original design process with a collection of classic Quake maps, original format texture WADs, and QuakeC entity definitions, offering a comprehensive look at the tools and assets used to craft the iconic world of Quake. Just build natively using Project Builder and it'll run as smooth as it can!
It is also worth mentioning that the source code has not been altered in any way, so when testing in 86Box, i could not make use of the right click button, so you're on your own finding a way there, I'm afraid... If someone's willing to bring a fix to my attention, I can do my best to implement it here too given a successful build test.
As well as some custom tools built by yours truly, just to streamline the hard stuff:
Quake .QPR Editor
The qprtool application serves as a dedicated editor for Quake Project (.QPR) files, which are central to organizing your mapping endeavors. With its intuitive graphical user interface, this tool transforms the way you manage your Quake levels:
- Project Management: Easily create new projects or open and save existing .QPR files, ensuring your work is always organized and accessible.
- Hierarchical Organization: Define your project's basepath and meticulously manage lists of maps and associated descriptive text. The editor allows you to add, edit, and remove entries for both maps and descriptions, keeping your project's content precise and up-to-date.
- WAD File Integration: Directly link and manage the texture WAD files pertinent to your maps, simplifying resource management within your projects.
- Advanced BSP Command Configuration: Gain granular control over your map compilation process by defining and editing specific BSP commands. This includes options for bspfullvis, bspfastvis, bspnovis, bsprelight, bspleaktest, and bspentities, allowing for tailored and efficient map processing.
(This last one will only be useful when I can compile QBSP on NeXT and include it here :P)
There are also some helpful utility programs written in Python to encourage a more customized QuakeEd experience:
Quake WAD Tool
Complementing the project editor, wadtool is an indispensable utility for anyone working with Quake's texture archives, known as WAD files. This tool offers robust capabilities for viewing and manipulating these critical assets:
- Comprehensive WAD Support: Load and save Quake WAD2 files, providing a reliable interface for your texture libraries.
- Diverse Lump Type Handling: The tool adeptly recognizes and processes various lump types found within WADs, including MIPTEX (standard textures with mipmaps), QPIC (Quake Pictures), and CONSOLE_PIC (such as CONCHARS and CONBACK), ensuring full compatibility with Quake's graphical assets.
- Texture and Palette Management: Extract and display individual textures, along with their associated 256-color palettes and mipmaps, offering a clear visual overview of your WAD content.
- Name Normalization: Seamlessly convert between Quake's internal WAD naming conventions and more user-friendly display names, streamlining texture identification and management.
Very Important Bulletin: The WAD2 format as expected by the original QuakeEd is not the same as the one we use today. The most notable changes I can cite from my skimming the code are: The Quake palette is no longer required at index 0 in the WADfile, certain texture handling capabilities like size restrictions that have been expanded from the original WADlib spec from the source code of the utilities, and it appears the binary markers to distinguish the graphics types (MIPTEX, CONSOLE_PIC, QPIC) are slightly different from the standards of today, by only a byte or so. Couldn't tell you why.
As a result of these differing miptex identifiers, you will likely run into several errors if you try to open these WADs in any modern handling program like Wally or TexMex (for some reason SLADE recognizes it perfectly *shrug*) so choose your external editors carefully!!!
You can also likely swap the QC progs to a newer version if you want more bugfixes (I included the GPL'd QC1.01 release, no 1.06 bugfixes are implemented)
I hope this makes for an interesting relic of software history, and if you have any questions, please write me:
I'm definitely not an experienced developer, but I'll do my best!
: 06/12/2025 - 18:37:58 CST
: 86Box 4.2.1 [Build 6130] -- Windows 11 v10.0.26100
: i14700K / RX7800XT / MS-7E06 / 2TB NVMe-SSD