Posts Tagged ‘Toe Tag’

ToeTag 2.30

Sunday, September 28th, 2008

Finally, a new release of ToeTag! This one is pretty good as it (hopefully) fixes the WAD loading crash but also adds some good features.

DOWNLOAD HERE (this link includes the APP itself and a separate download link for the source code)

First, you can now create fully custom WAD files now from within the editor. ToeTag can export textures from WADs (to PNG files), read new textures in from a variety of formats, and also rename/delete textures already loaded. All of this combined means custom WADs are go!

Next I added box selection. This is a quick way to select a bunch of stuff in your level at once. In the 2D viewport, hold down SHIFT+CMD and LEFT_CLICK+DRAG to draw a box. When you let go of the mouse button, everything that touches that box will be selected. This is useful for grabbing a whole portion of your level at once.

I added some keyboard short cuts for the hide functionality. CMD+H will hide currently selected, CMD+I will isolate currently selected (aka hide everything not selected), and CMD+SHIFT+H will unhide everything currently hidden. This is a productivity enhancement as it’s a pain to have to click on the toolbar for quick hides/isolates.

On the smaller feature front, there’s a small feature added to the entity menu. If you select a series of path_corner entities you can use a menu item called “Create Route”. This will link the path_corners together into a route. This is great for setting up patrolling creatures. Just create a route and then target the monster at one of the path_corners.

Quake Level : “Evil Exhumed”

Sunday, September 21st, 2008

“Little is known about the facility except that it was constructed to study some newly discovered ruins. Scientists working the dig site were reportedly quite excited about what they had found and were continuing to find. Everyone was surprised when we lost contact with the survey team. Someone needs to go up there and figure out what happened.”

This is a single player level for Quake. It’s best if you play this level using a modern engine, like FitzQuake, as some of the areas will grey out on vanilla software Quake (although it does surprisingly well for the most part).

Here’s some screen shots and a download link. Enjoy!

.: DOWNLOAD HERE :.

Texture Import/Export

Thursday, September 18th, 2008

I added the ability to export textures to PNG files and then import those textures back in again, converting them to the Quake palette. This will make future levels a lot cooler looking since i’ll be able to not only import new textures but export the existing ones to use as reference or builder blocks!

Ever wondered what my ugly mug would look like in a Quake level? Wonder no more!

ToeTag:

Quake:

Screen Size == Awesome

Friday, September 12th, 2008

I’ve seen some talk about screen sizes lately and specifically how it relates to Quake editing. For kicks, here’s a shot of E1M1 loaded into ToeTag on my 30″ Apple Cinema Display. Nothing escapes my notice with this much real estate: