Interesting landscapes made in GTKRadiant?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

Hi,

What sort of outdoor landscape maps have been designed to be some really nice detail?
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Interesting landscapes made in GTKRadiant?

Post by Eraser »

The best approach for landscape is not by making it using brushes in GtkRadiant, but by using the heightmap terrain generation tools.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Interesting landscapes made in GTKRadiant?

Post by D-Meat »

An alternate way of making terrain :

http://www.simonoc.com/pages/design/mp/pom.htm

It works well, but requires some practice, good textures and good shaders.
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Interesting landscapes made in GTKRadiant?

Post by CZghost »

The heightmap generated terrain (terrain entity) is the old way to make a landscape map in quake3 and it does not work in versions earlier than 1.27g (the one Team Arena came with - you can notice Team Arena first has landscape maps in its install, baseq3 does not)
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Interesting landscapes made in GTKRadiant?

Post by KittenIgnition »

Y'all are acting weird, thinking if you make terrain from a heightmap then it can't be touched again. You can remove the flags from the entity, then turn it into a func_group or worldspawn, and use dp2 on it then. Making terrain manually is kinda absurd, though even if you do use heightmaps it might be necessary to tweak individual brushes on your own.

I use easygen'd terrain all the time, then just use alpha brushes instead.
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

Hmm, I can't think of as far as flat surfaces, a sky box to begin with.

As for a sphere?
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Interesting landscapes made in GTKRadiant?

Post by D-Meat »

richfromlondon wrote:Hmm, I can't think of as far as flat surfaces, a sky box to begin with.

As for a sphere?
You're talking about the sky ?

I remember in the SP mod "outpost" that the artist managed to mix a mountain horizon (done with a skybox) with the quake 3 generated sky.

If you want a spherical sky of some sort, you'll have to model it manually and then use a technique like skyportals maybe ?
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

I'm interested in making a sphere in a seperate sky box with a star/space texture to represent a planet in it. The scene would be used once the shuttle leaves the ship, a cutscene.

I imagine that is one way of doing that with the same map?
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Interesting landscapes made in GTKRadiant?

Post by D-Meat »

This is technically possible in the Q3 engine :)
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Interesting landscapes made in GTKRadiant?

Post by Theftbot »

richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

Hmm, why Blender, I have used it in the past years ago for Ocean animation. But I wouldn't really know how to create much a landscape in it.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Interesting landscapes made in GTKRadiant?

Post by D-Meat »

richfromlondon wrote:Hmm, why Blender, I have used it in the past years ago for Ocean animation. But I wouldn't really know how to create much a landscape in it.
You'll have to learn how to properly UV unwrap your terrain to make it look good, but I think there is good potential for nice visuals. The only problem are the collisions and player clip generation ...
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Interesting landscapes made in GTKRadiant?

Post by Hipshot »

I also use models for my terrain, you can look at the result here
http://lvlworld.com/review/id:2291

Not very big though.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Interesting landscapes made in GTKRadiant?

Post by Kat »

richfromlondon wrote:Hmm, why Blender, I have used it in the past years ago for Ocean animation. But I wouldn't really know how to create much a landscape in it.
It really depends on what you're trying to achieve, the simplest terrain is just a subdivided flat plane that has a few hills pulled from it. But that can also be done using a brush tri-soup (which is what a terrain entity is when made using GtkRadiants own terrain generator), so you're not really gaining anything from using a model as your terrain.

You could do a combination of both, use trisoup for ground and then drop large models in to make it look interesting, that takes care of collision issues (which D-Meat alluded to) and add visual interest. Your biggest challenge is always going to be occlusion regardless, especially on open terrains; a brush-based terrain entity can deal with that better than a big-assed model.

The upshot of this is that you have to figure out what you want to do FIRST and THEN tailor your approach to that based on what you're comfortable doing.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

Considering I haven't been successful with Icarus scripting, there aren't any tutorials for Elite force, I did try the Jedi Academy forums, they tried, but simple walking didn't work out. So as to how to load into another section or map, I don't know.

I could use a default Elite force terrain I found via a training map for the player. I could just use that, and place the spacecraft there with some NPC's standing around.

I don't know.
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

As for the example given, that was created using Blender? I have a copy of 2.63 on my pc, from last year. I think the current versions are still supporting Windows XP.

Eitherway it doesn't matter, 2.63 is fine. A basic sphere could be a planet model, since I can't really work with Icarus scripting for sending the shuttlepod anywhere, I could only delete the rotation of it once it leaves the bay, as it drops from an arm. Then arranging another camera around it was quite hassle to get something to change.

If anything I've wanted to try and create a character or something with blender. I may try soon with it.
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

I tried a sphere, scaled a little here and there, I did subdivide it a few times. None of that worked for importing into the Radiant program. :sly:
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Interesting landscapes made in GTKRadiant?

Post by D-Meat »

.obj format is supported for mapobjects. It's very basic stuff, export is very hard to fail. Have you UV unwrapped and textured your sphere correctly ?

Also, the name of your material is usually exported to the pathway to your shader (ex : name your material : textures/mymap/sphere)
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
richfromlondon
Posts: 113
Joined: Tue Aug 18, 2015 10:10 pm

Re: Interesting landscapes made in GTKRadiant?

Post by richfromlondon »

Can't I just add in the object as a quake file without the need to do any extra tasks. I thought that would be fine, Hmm, I never thought to do any texturing there.
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Interesting landscapes made in GTKRadiant?

Post by KittenIgnition »

Not many programs can export to q3 map format - if you make anything externally, it will have to be converted to a compatible model format: .ase, .obj, .lwo (I know very little about this format).

It has to be UV mapped and textured and etc. outside of radiant; all you can do in radiant is scale, rotate, and replace the textures (and spawnflags and etc.).
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Interesting landscapes made in GTKRadiant?

Post by Theftbot »

In slightly older versions of Blender there is a q3 .map exporter.
As for models they need Materials, uv's
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Interesting landscapes made in GTKRadiant?

Post by CZghost »

For Camaro model I followed up remaking from a web tutorial I used exporting to OBJ format and then I had to do some tweaks (for example size). Even to just load the model in Radiant it has to be textured directly for the mesh, not a link to material. For such tweaks I used MilkShape 3D to convert the model to MD3 format (both Blender and MS3D do not support ASE export and import). The main weak sign of MD3 format is that it has hardcoded path to the model, so if it is in slightly different folder or you did a misspell, it won't work. Also it is binary format, so any text edits will trash whole model. I am using MD3 format just because I do not have OBJ->ASE or BLEND->ASE convertor. If I had some ASE exporter for Blender, I could pretty easily export the original BLEND file to ASE. But I don't so I made the Camaro model this way... Maybe I will also download some MD3->ASE convertor or MS3D->ASE convertor or just ASE import/export plugin for MS3D to make tweaks like dividing model to multiple meshes from a single mesh or conjucting multiple meshes to single easily...
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Interesting landscapes made in GTKRadiant?

Post by D-Meat »

CZghost wrote:... I am using MD3 format just because I do not have OBJ->ASE or BLEND->ASE convertor. If I had some ASE exporter for Blender, I could pretty easily export the original BLEND file to ASE. But I don't so I made the Camaro model this way... Maybe I will also download some MD3->ASE convertor or MS3D->ASE convertor or just ASE import/export plugin for MS3D to make tweaks like dividing model to multiple meshes from a single mesh or conjucting multiple meshes to single easily...
Yes the path to the texture / shader has to be always precisely correct. ASE format is useful when you want to make something made in radiant into a map object, but it's rarerly used in the 3D world.

Richfromlondon : if you're dreaming of making more complex stuff, follow the simple modeling tutorials and learn about the UV texturing, it's really useful !
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Interesting landscapes made in GTKRadiant?

Post by Theftbot »

There are many blender to .ase scripts:
http://www.katsbits.com/smforum/index.php?topic=147.0 http://www.katsbits.com/tools/ just have to get appropriate blender version.

Also read: http://robotrenegade.com/articles/ase-l ... diant.html

Also 1024 poly smoothing issue http://www.quake3world.com/forum/viewto ... w=previous
Post Reply