Large maps & terrain questions

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Large maps & terrain questions

Post by KillPixel »

Does anyone know where I can find examples of maps that are 16384*16384 and up?

Also, I'm looking for documentation on how to properly do terrain. Currently, I use just standard structural brushes. Aside from longer compile times, I've run into MAX_MAP_VISIBILITY when compiling. I'm not looking for info on terrain blending or lighting, just what the actual geometry should be made up of (bsp, ase, detail brushes+caulk, etc.)

Any input would be greatly appreciated!
[url=https://www.youtube.com/user/KillPixel]KillPixel@YouTube[/url]
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: Large maps & terrain questions

Post by VolumetricSteve »

I bet some tutorials for Return to Castle Wolfenstein would help you out, but I've never mapped for that, so I'm only able to guess.

As for going above 16K*16K, i'm thinking that's an engine limitation....Obsidian would know for sure.
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: Large maps & terrain questions

Post by Martinus »

Terrain brushes must be detail brushes. Don't make them too complex because that causes very bad r_speeds.
Increase the _blocksize if its necessary for less compiling time and bsp size, but I do not recommend you to do this (as I said just if really necessary).
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Re: Large maps & terrain questions

Post by KillPixel »

ok, thanks.

I did a test using detail brushes and caulk with good results. Really just wanted to make sure that using detail brushes is an acceptable way of going about it.

I'm leery of using .ase because it may be overkill for my needs and the drawback of not being able to change its geomrety on the fly in radiant is a big deal to me. This would be lessed by having a good workflow, but I don't have that yet.
[url=https://www.youtube.com/user/KillPixel]KillPixel@YouTube[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Large maps & terrain questions

Post by obsidian »

KillPixel wrote:Currently, I use just standard structural brushes.
Image

You've hit MAX_MAP_VISIBILITY because there are so many brushes that -vis is trying to take into account for visibility calculations that it has exceeded its limit. Converting them to detail basically says, "ignore these brushes for visibility calculations". Terrain does terrible things to -vis.

Creating terrain has "evolved" quite a bit since id Software started making terrain maps for Team Arena. RTCW required quite a bit of terrain in their maps, Wolf:ET further added a bunch of stuff. Various features were added into the the compiler over the years to facilitate all of that, making the Team Arena heightmap generated metashader terrain method super obsolete.

Read the first 5 tutorials here:
http://www.simonoc.com/pages/articles.htm
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Re: Large maps & terrain questions

Post by KillPixel »

informative tuts, thanks.
[url=https://www.youtube.com/user/KillPixel]KillPixel@YouTube[/url]
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