seremtan wrote:
then there's the loose floor tile. hate to say it, but that's one of the oldest and most venerable of all Q3 mapping cliches, equalled in ubiquity only by the ceiling pipe and the crate pile
Youre soo damn right! I have to find some new nice gimmicks.
Thx!
AndyW: It may contain a few cliches, but it looks great just the same. A lot of improvements over the first screens you showed here. You will be a master level designer before you know it!
WIP of a little project I started the other night:
I will do some prefabs for later maps till i find a nice layout.. so its hopefully not a waste of time!
By this way i also learn stuff about the scaling.
Oh my, I just remember my own super futuristic gates I've been working on for some fancy map for a Stargates style.
They were big, half glassy with 3 layers, triggering opening was just awesome process, all the details I put into it, all the sound effects synchronized with the open/close process was amazing, I regret I didnt record any video and put into my YT channel just for a preview as I planned to do an long time ago...until it was too late as I lost everything, except some old .map version of this map without any textures/sounds/scripts eh, such a waste
But you would be impressed how this looked like and was working, it really gave the map of the syfy feeling ^^
Thanks a lot guys. I wish I could say it was easy, but I've been learning as I go and have had to go back and redo a few things. It is getting more intuitive though, which is good!
I don't think I will be animating this as animation doesn't appeal to me much. That said, I have learned how to use parent-child connections to make models move correctly at joints using pivot points so I will be able to pose it correctly when I'm finished with it.
Hi all,
does q3 mapping still require a lot of compiling time?
I left mapping many years ago but now I'd like to restart something...I enjoyed q4 mapping becouse there was no compiling time
I suppose that I have to go back to make maps for q3l
A1yssa wrote:Hi all,
does q3 mapping still require a lot of compiling time?
No! Im running a Core2Duo@3Ghz with 4G Ram and all is fine. Things that may took Days to compile on my old AMD K6-2 350 with 128MB RAM (PC when Q3A came out) are now nailed down in a few seconds... If its a whole map maybe some minutes.
A1yssa: Quake 4 mapping have some compiling time, just it's a lot quicker than normal BSP compile as Quake 4 use directly the source editor map file. But the game engine can't reconstruct the map only from this source template, it needs to generate collision map, specularity map (based on materials) and bunch of AAS files to load bots (AI part of the game). Quake 3 needs basicaly only two map files: BSP for game level model, which contains geometry, collision map, lightmap and visibility map, and AAS, which is the same map adapted and visible only for bots. These are generated by q3map2 and bspc respectively. BSP is made from source file .MAP that is only for editor and AAS is made out of BSP. Then maybe it takes a little bit longer to compile Q3 map than Q4, but Q3 map has less hardware requirements than Q4 when it comes to play it. Q3 has static lighting (the lightmap), Q4 has dynamic, which requires a lot more videocard performance - so it will be more laggy than the same map in Q3 version on weaker systems...
funny, I was going to ask the same thing... I remember back when I used Q3 engine a lot to make maps and all those BSP + lighting compile times... I remember making sure as much BSP was 'fake' or whatever the term was (to ignore it from BSP splitting) to help speed up just the geometry build time! good times!
I lost the reply llol...
AndyW, CZghost, thank you for the reply. I saw beautiful maps here and I wanted to do mapping again...but it seems that all the hours spent learning how to do things are gone lol. I don't remember anything about mapping and unfortunately I don't have now the free time I had 5-8 years ago
I have a hard time recognizing the "body" of the AT-ST though... hmmm... probably never looked at it in detail enough without "head" and "legs". Looking forward to the finished AT-ST.
looking at that, you can kind of see why the Empire lost: all the guns face forwards, meaning that the entire main body has to turn to fire at something. i can't remember if this involves shifting its legs around as well, but if it does that's a double facepalm