Search found 12 matches
- Mon Oct 25, 2010 9:48 pm
- Forum: ID Tech
- Topic: a new map (remix to q3dm6) - check it out
- Replies: 7
- Views: 3243
Re: a new map (remix to q3dm6) - check it out
Well, it looks cool Deathrock. But I'd be more interested in a map that you've designed yourself from scratch. --- I know I once took dm6 from q1 and altered it. It was cool at first, but no one wanted to give up the original dm6 thus my map never became popular and was never played. yeah, i know i...
- Mon Oct 25, 2010 10:28 am
- Forum: ID Tech
- Topic: a new map (remix to q3dm6) - check it out
- Replies: 7
- Views: 3243
Re: a new map (remix to q3dm6) - check it out
OK. Link to screenshots:
http://img143.imageshack.us/gal.php?g=2 ... 902314.jpg
http://img143.imageshack.us/gal.php?g=2 ... 902314.jpg
- Thu Oct 21, 2010 7:56 pm
- Forum: ID Tech
- Topic: a new map (remix to q3dm6) - check it out
- Replies: 7
- Views: 3243
a new map (remix to q3dm6) - check it out
here i tried to give to the gameplay even more balance, giving extra routes from weak places (and more room to tdm with 4+ players in each team)
download link: http://depositfiles.com/files/ae1i7841w
any feedback&advice is good...
download link: http://depositfiles.com/files/ae1i7841w
any feedback&advice is good...
- Mon Oct 11, 2010 6:30 pm
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5810
Re: editing levels directly in polygons (not polyhedrons)
My intuition tells me that there is a valid reason for the splitting up of coplanar faces (aside from the compiler not being able to make "human judgments"), and that the most "optimal"-looking configuration might not account for all the things the engine needs to do with the ge...
- Mon Oct 11, 2010 6:28 pm
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5810
Re: editing levels directly in polygons (not polyhedrons)
Yes, i see it in the log, but it does nothing in any case i tried. If somebody knows, please show an example map & compiler version & command line, where q3map2 DOES merge some brushsides (with exactly the same textures&texcoords, of course)
- Thu Oct 07, 2010 9:39 pm
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5810
Re: editing levels directly in polygons (not polyhedrons)
(q3map2 doesn't merge any faces) If by face you mean brush side then I think it does, actually. really? what version? what command line? i always saw all splits where they were in map when toggle r_showtris in quake 3 Well, if you find building things in Radiant to be difficult, moving to a modelin...
- Wed Oct 06, 2010 8:06 am
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5810
Re: editing levels directly in polygons (not polyhedrons)
Models is a good thing
and i know, it's even possible to make models from map brushes - compile them to bsp, then decompile to ase
but it's a sequence of too many dumb operations, maybe i just need to know a simple and noob friendly model editing program
and i know, it's even possible to make models from map brushes - compile them to bsp, then decompile to ase
but it's a sequence of too many dumb operations, maybe i just need to know a simple and noob friendly model editing program
- Tue Oct 05, 2010 8:30 pm
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5810
Re: editing levels directly in polygons (not polyhedrons)
yes, it is visually the same, but... sometimes we need to choose between extra drawing faces (q3map2 doesn't merge any faces) or intersecting brushes (but with no intersecting faces, of course) as i know, all 2 choices leads to no good of course, we can build more complicated brushes that do not int...
- Tue Oct 05, 2010 5:43 pm
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5810
editing levels directly in polygons (not polyhedrons)
Is it possible to create a level, operating with BSP faces, but not any brushes? What tools are required? May it be better than just using flat bezier patches + invisible solid brushes in any radiant-like editor? I'm just asking this because i'm afraid on many unnecessary or non-optimal face splitti...
- Sun Sep 19, 2010 8:17 pm
- Forum: ID Tech
- Topic: Please help with VIS on terrain map
- Replies: 4
- Views: 2211
Re: Please help with VIS on terrain map
Yes, there is brush primitives (aka alternative texture projection)
"vis on terrains rarely hides anything from view ever. I don't think there's nothing wrong with the map itself. Q3 is just not designed for terrains."
OK, I know. I just asked if there is a "hack" to improve it.
"vis on terrains rarely hides anything from view ever. I don't think there's nothing wrong with the map itself. Q3 is just not designed for terrains."
OK, I know. I just asked if there is a "hack" to improve it.
- Fri Sep 17, 2010 3:54 pm
- Forum: ID Tech
- Topic: Please help with VIS on terrain map
- Replies: 4
- Views: 2211
Please help with VIS on terrain map
Hello, friends! I'm starting my first terrain map (not first map at all). And i get stuck with the Vis optimisation, everything i tried doesn't give any useful result, Q3 draws a LOT more tris than really needed. Can you, please, help me with caulk/hint/etc.. placement or point some articles to read...
- Fri Sep 17, 2010 3:11 pm
- Forum: ID Tech
- Topic: Enhanced BSPC version
- Replies: 9
- Views: 5707
Re: Enhanced BSPC version
Please, post a working link to MBSPC!