Search found 12 matches

by DeathRock
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...
by DeathRock
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
by DeathRock
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...
by DeathRock
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...
by DeathRock
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)
by DeathRock
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...
by DeathRock
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
by DeathRock
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...
by DeathRock
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...
by DeathRock
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.
by DeathRock
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...
by DeathRock
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!