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Topic Starter Topic: Stairs question, gtkradiant, seeking tutorial

Trainee
Trainee
Joined: 11 Feb 2016
Posts: 46
PostPosted: 02-15-2016 04:00 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Hello,
Could someone point me to a good tutorial on building stairs, ramps, etc. I'm using GTKRadiant. Windows. Quake3arena. :)
,Thanks




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Grunt
Grunt
Joined: 18 Apr 2010
Posts: 58
PostPosted: 02-15-2016 09:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


Stairs are mainly made up of rectangular brushes either in size 8 or 16 units. The maximum step size bots can use are 18 units, but to make a smooth stairway I'd suggest using 8 units. You can also make curved stairways by just creating curved patch meshes and then clipping them to make steps. Ramps are the same process where you're just using the clipper tool.



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Unearth the vile of anger where existence finds no shelter.


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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 02-18-2016 12:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Something like this:

Code:
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 128 -88 64 ) ( 128 -112 64 ) ( 0 -88 64 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 -96 120 ) ( 0 -96 120 ) ( 128 -96 -8 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 -88 120 ) ( 128 -88 -8 ) ( 128 -112 120 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -104 56 ) ( 128 -104 56 ) ( 0 -80 56 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -112 -8 ) ( 0 -112 120 ) ( 128 -112 -8 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -112 -8 ) ( 0 -88 -8 ) ( 0 -112 120 ) common/caulk 0 32 0 0.25 0.25 0 0 0
}
// brush 1
{
( 128 40 0 ) ( 128 16 0 ) ( 0 40 0 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 32 56 ) ( 0 32 56 ) ( 128 32 -72 ) gothic_trim/stucco7trim 0 -0 0 0.25 0.125 0 0 0
( 128 40 56 ) ( 128 40 -72 ) ( 128 16 56 ) common/caulk 192 0 0 0.25 0.125 0 0 0
( 0 24 -8 ) ( 128 24 -8 ) ( 0 48 -8 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 16 -72 ) ( 0 16 56 ) ( 128 16 -72 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 16 -72 ) ( 0 40 -72 ) ( 0 16 56 ) common/caulk 192 0 0 0.25 0.125 0 0 0
}
// brush 2
{
( 128 8 16 ) ( 128 -16 16 ) ( 0 8 16 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 0 72 ) ( 0 0 72 ) ( 128 0 -56 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 8 72 ) ( 128 8 -56 ) ( 128 -16 72 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -8 8 ) ( 128 -8 8 ) ( 0 16 8 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -16 -56 ) ( 0 -16 72 ) ( 128 -16 -56 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -16 -56 ) ( 0 8 -56 ) ( 0 -16 72 ) common/caulk 0 32 0 0.25 0.25 0 0 0
}
// brush 3
{
( 128 -8 24 ) ( 128 -32 24 ) ( 0 -8 24 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 -16 80 ) ( 0 -16 80 ) ( 128 -16 -48 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 -8 80 ) ( 128 -8 -48 ) ( 128 -32 80 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -24 16 ) ( 128 -24 16 ) ( 0 0 16 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -32 -48 ) ( 0 -32 80 ) ( 128 -32 -48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -32 -48 ) ( 0 -8 -48 ) ( 0 -32 80 ) common/caulk 0 0 0 0.25 0.25 0 0 0
}
// brush 4
{
( 128 -24 32 ) ( 128 -48 32 ) ( 0 -24 32 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 -32 88 ) ( 0 -32 88 ) ( 128 -32 -40 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 -24 88 ) ( 128 -24 -40 ) ( 128 -48 88 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -40 24 ) ( 128 -40 24 ) ( 0 -16 24 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -48 -40 ) ( 0 -48 88 ) ( 128 -48 -40 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -48 -40 ) ( 0 -24 -40 ) ( 0 -48 88 ) common/caulk 0 32 0 0.25 0.25 0 0 0
}
// brush 5
{
( 128 -40 40 ) ( 128 -64 40 ) ( 0 -40 40 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 -48 96 ) ( 0 -48 96 ) ( 128 -48 -32 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 -40 96 ) ( 128 -40 -32 ) ( 128 -64 96 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -56 32 ) ( 128 -56 32 ) ( 0 -32 32 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -64 -32 ) ( 0 -64 96 ) ( 128 -64 -32 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -64 -32 ) ( 0 -40 -32 ) ( 0 -64 96 ) common/caulk 0 0 0 0.25 0.25 0 0 0
}
// brush 6
{
( 128 -56 48 ) ( 128 -80 48 ) ( 0 -56 48 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 -64 104 ) ( 0 -64 104 ) ( 128 -64 -24 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 -56 104 ) ( 128 -56 -24 ) ( 128 -80 104 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -72 40 ) ( 128 -72 40 ) ( 0 -48 40 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -80 -24 ) ( 0 -80 104 ) ( 128 -80 -24 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -80 -24 ) ( 0 -56 -24 ) ( 0 -80 104 ) common/caulk 0 32 0 0.25 0.25 0 0 0
}
// brush 7
{
( 128 -72 56 ) ( 128 -96 56 ) ( 0 -72 56 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 -80 112 ) ( 0 -80 112 ) ( 128 -80 -16 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 -72 112 ) ( 128 -72 -16 ) ( 128 -96 112 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -88 48 ) ( 128 -88 48 ) ( 0 -64 48 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -96 -16 ) ( 0 -96 112 ) ( 128 -96 -16 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -96 -16 ) ( 0 -72 -16 ) ( 0 -96 112 ) common/caulk 0 0 0 0.25 0.25 0 0 0
}
// brush 8
{
( 144 16 8 ) ( 144 -96 64 ) ( 128 -96 64 ) gothic_trim/metalsupport4j 0 0 0 -0.25 0.25 0 0 0
( 144 16 8 ) ( 128 16 8 ) ( 128 16 -8 ) common/caulk 0 0 0 -0.25 0.25 0 0 0
( 128 16 8 ) ( 128 -96 64 ) ( 128 -96 48 ) gothic_wall/iron01_e 0 0 0 0.25 0.25 0 0 0
( 128 16 -8 ) ( 128 -96 48 ) ( 144 -96 48 ) common/caulk 0 32 0 -0.25 0.25 0 0 0
( 144 -96 64 ) ( 128 -96 48 ) ( 128 -96 64 ) common/caulk 0 0 0 -0.25 0.25 0 0 0
( 144 16 -8 ) ( 144 -96 48 ) ( 144 -96 64 ) gothic_trim/metalsupport4j 1 0 -116.5 0.2199999988 0.200000003 0 0 0
}
// brush 9
{
( 144 -96 64 ) ( 128 -112 64 ) ( 128 -96 64 ) gothic_trim/metalsupport4j 0 0 0 -0.25 0.25 0 0 0
( 128 -96 48 ) ( 144 -96 64 ) ( 128 -96 64 ) common/caulk 0 0 0 -0.25 0.25 0 0 0
( 128 -112 64 ) ( 128 -96 48 ) ( 128 -96 64 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 144 -96 48 ) ( 128 -112 48 ) ( 144 -112 48 ) common/caulk 0 0 0 -0.25 0.25 0 0 0
( 128 -112 48 ) ( 144 -112 64 ) ( 144 -112 48 ) common/caulk 0 0 0 -0.25 0.25 0 0 0
( 144 -112 64 ) ( 144 -96 48 ) ( 144 -112 48 ) gothic_trim/metalsupport4j 0 0 -90 0.25 0.25 0 0 0
}
// brush 10
{
( 0 -96 64 ) ( 0 -112 64 ) ( -16 -96 64 ) gothic_trim/metalsupport4j 0 0 0 0.25 0.25 0 0 0
( 0 -96 64 ) ( -16 -96 64 ) ( 0 -96 48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -96 64 ) ( 0 -96 48 ) ( 0 -112 64 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -16 -112 48 ) ( 0 -112 48 ) ( -16 -96 48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -16 -112 48 ) ( -16 -112 64 ) ( 0 -112 48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -16 -112 48 ) ( -16 -96 48 ) ( -16 -112 64 ) gothic_trim/metalsupport4j 0 0 -90 0.25 0.25 0 0 0
}
// brush 11
{
( 0 -96 64 ) ( -16 -96 64 ) ( -16 16 8 ) gothic_trim/metalsupport4j 0 0 0 0.25 0.25 0 0 0
( 0 16 -8 ) ( 0 16 8 ) ( -16 16 8 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 -96 48 ) ( 0 -96 64 ) ( 0 16 8 ) gothic_wall/iron01_e 0 0 0 0.25 0.25 0 0 0
( -16 -96 48 ) ( 0 -96 48 ) ( 0 16 -8 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 -96 64 ) ( 0 -96 48 ) ( -16 -96 64 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -16 -96 64 ) ( -16 -96 48 ) ( -16 16 -8 ) gothic_trim/metalsupport4j 1 0 -116.5 0.2199999988 0.200000003 0 0 0
}
// brush 12
{
( 0 16 48 ) ( -16 -112 48 ) ( -16 16 48 ) common/caulk -0 0 0 -0.25 0.25 0 0 0
( -16 -112 48 ) ( -16 16 -8 ) ( -16 16 48 ) gothic_wall/iron01_e 0 0 0 0.25 0.25 0 0 0
( 0 16 -8 ) ( -16 -112 -8 ) ( 0 -112 -8 ) common/caulk -0 0 0 -0.25 0.25 0 0 0
( -16 -112 -8 ) ( 0 -112 48 ) ( 0 -112 -8 ) common/caulk -0 0 0 -0.25 0.25 0 0 0
( 0 -112 48 ) ( 0 16 -8 ) ( 0 -112 -8 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 64 -96 48 ) ( 192 16 -8 ) ( 192 -96 48 ) common/caulk -0 0 0 -0.25 0.25 0 0 0
}
// brush 13
{
( 144 16 48 ) ( 144 -112 48 ) ( 128 16 48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 144 16 48 ) ( 144 16 -8 ) ( 144 -112 48 ) gothic_wall/iron01_e 0 0 0 0.25 0.25 0 0 0
( 128 -112 -8 ) ( 144 -112 -8 ) ( 128 16 -8 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 128 -112 -8 ) ( 128 -112 48 ) ( 144 -112 -8 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 128 -112 -8 ) ( 128 16 -8 ) ( 128 -112 48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -64 -96 48 ) ( -64 16 -8 ) ( 64 -96 48 ) common/caulk 0 0 0 0.25 0.25 0 0 0
}
// brush 14
{
( 128 24 8 ) ( 128 0 8 ) ( 0 24 8 ) gothic_trim/tower_side2b 0 64 -90 0.25 0.25 0 0 0
( 128 16 64 ) ( 0 16 64 ) ( 128 16 -64 ) gothic_trim/stucco7trim 0 0 0 0.25 0.125 0 0 0
( 128 24 64 ) ( 128 24 -64 ) ( 128 0 64 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 8 0 ) ( 128 8 0 ) ( 0 32 0 ) common/caulk 0 32 0 0.25 0.25 0 0 0
( 0 0 -64 ) ( 0 0 64 ) ( 128 0 -64 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( 0 0 -64 ) ( 0 24 -64 ) ( 0 0 64 ) common/caulk 0 0 0 0.25 0.25 0 0 0
}
// brush 15
{
( 144 32 8 ) ( 144 16 8 ) ( 128 32 8 ) gothic_trim/metalsupport4j -0 0 0 0.25 0.25 0 0 0
( 144 32 8 ) ( 128 32 8 ) ( 144 32 -8 ) gothic_trim/metalsupport4j 0 0 0 0.25 0.25 0 0 0
( 144 32 8 ) ( 144 32 -8 ) ( 144 16 8 ) gothic_trim/metalsupport4j 32 0 -90 0.25 0.25 0 0 0
( 128 16 -8 ) ( 144 16 -8 ) ( 128 32 -8 ) common/caulk -0 0 0 0.25 0.25 0 0 0
( 128 16 -8 ) ( 128 16 8 ) ( 144 16 -8 ) common/caulk -0 0 0 0.25 0.25 0 0 0
( 128 16 -8 ) ( 128 32 -8 ) ( 128 16 8 ) gothic_wall/iron01_e 0 0 0 0.25 0.25 0 0 0
}
// brush 16
{
( 0 32 8 ) ( 0 16 8 ) ( -16 32 8 ) gothic_trim/metalsupport4j 0 0 0 0.25 0.25 0 0 0
( 0 32 8 ) ( -16 32 8 ) ( 0 32 -8 ) gothic_trim/metalsupport4j 0 0 0 0.25 0.25 0 0 0
( 0 32 8 ) ( 0 32 -8 ) ( 0 16 8 ) gothic_wall/iron01_e 0 0 0 0.25 0.25 0 0 0
( -16 16 -8 ) ( 0 16 -8 ) ( -16 32 -8 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -16 16 -8 ) ( -16 16 8 ) ( 0 16 -8 ) common/caulk 0 0 0 0.25 0.25 0 0 0
( -16 16 -8 ) ( -16 32 -8 ) ( -16 16 8 ) gothic_trim/metalsupport4j 31 0 -90 0.25 0.25 0 0 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "80 144 16"
"angle" "-90"
}


Just copy the code into a txt file and rename it my_stairs.map
Place my_stairs.map in your quake 3 maps folder, then open it in your level editor.

It's just a quick example I made in about 3 minutes. There are many ways to approach it, but It'll give you an idea.




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