Quake 2 Remaster Mapping Tutorial - Part 3: Custom content, decompiling maps
**BATCH SCRIPTS AND LINKS BELOW**
In part 3 I go over how to add custom content to your map, specifically a custom texture with a glow map, and a custom sound that needs to be converted from stereo to mono. I also go over how to decompile maps.
*Wally:*
https://valvedev.info/tools/wally/
*Pak Explorer:*
https://valvedev.info/tools/pakexplorer/
*Decompile/Compile Tools:*
https://github.com/ericwa/ericw-tools/releases
*Irfanview:*
https://www.irfanview.com/
*Audacity:*
https://www.audacityteam.org/
*Batch Script for decompile:*
@echo off
for %%i in (maps\*.*) do bin\bsputil --decompile %%i
pause
*Batch Script for converting .map to valve texture format:*
@echo off
for %%i in (maps\*.*) do bin\qbsp -convert valve %%i
pause
*Timecodes:*
00:00 Intro
00:52 Downloading Wally for Q2 texture conversion
01:31: Downloading Irfanview for image editing
02:25 Glow maps in the Q2Remaster Engine
02:35 Removing an alpha channel from a PNG using Irfanview
03:23 Checking for alpha channels in a transparent PNG
03:44 Converting an image to a Quake 2 texture (.wal)
04:27 Checking the completed .wal texture
04:41 Setting surface and content flags in Wally
05:11 Naming the glow map and placing the textures files in the right folder
06:11 Adding the custom texture to a map
07:20 Making the custom texture emit light
07:45 Adding custom sounds
08:22 Downloading Audacity
08:52 Converting stereo to mono using Audacity
09:12 Exporting the audio out of Audacity
09:47 Placing the audio file in the correct folder
10:20 Adding the custom sound to a map
11:58 Packaging the custom content for release
14:05 Playing the custom content in Quake 2 Remastered
15:00 Extracting pak files/Decompiling maps overview
15:39 Downloading Pak Explorer
16:01 Opening the pak file
16:55 Extracting the pak file
18:05 Decompiling folder setup
18:40 Creating the batch script
19:10 Running the batch script
20:50 Loading the decompiled maps in Trenchbroom
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