I'm working on my first map, and to start off I wanted to remake map from NAB (old game on ut99 engine). Anyways it's all going relatively smoothly and I'm about 70% of the way through the layout build of the map, but now I've hit a dead end in trying to recreate this big curved corridor, mainly made up of parts of 7-16 sided cylinders. And I can't figure out a clean way to go about making this.
Here's some pics of the original so you know what I'm talking about.
http://img200.imageshack.us/img200/4299/lun15bf.jpg
http://img200.imageshack.us/img200/473/lun29lc.jpg
http://img200.imageshack.us/img200/3320/lun34ta.jpg
http://img200.imageshack.us/img200/3390/lun43ls.jpg
Anyway to go about this in a way to make it as accurate as possible?
sorry forgot to mention this is for Q4 -q4 editor:x
How to go about this?
How to go about this?
Last edited by son! on Sun Nov 13, 2005 6:07 am, edited 1 time in total.
That should be 'pretty' easy to make in the Q3E, and also, it coulde be nicly done since the Q3E supports curved surfaces through patch-mesh (you probably know this). If you haven't used those before, I suggest you hit some tutorials about it, its a pretty simple thing to learn really.
I don't know any tutorial sites for Q3 to be honest, you could do a search for it though.
I don't know any tutorial sites for Q3 to be honest, you could do a search for it 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
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
Hehe, I love that texture which is supposed to pretend that there's an audience
That is just SO NHL -93 


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
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
Oh, just saw the edit there, well, its pretty much the same in the D3E and the radiant for Q4. You should ask more on http://www.doom3world.org for Doom and Quake 4 related stuff, since you probably would get more answers there.
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
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
Well, if it's just brush/patch building tips that he needs, I don't see why we couldn't answer his questions here. Q3/Q4 mapping is still very much alike. Besides, we are now both Quake3World.com and Quake4World.com.
For curved surfaces, you wouldn't be using normal brushes for those. As Hipshot mentioned, patchmeshes are the way to go. That's what they're there for. Much easier to use and looks far better for curved surfaces.
Google for some patchmesh tutorials (either for Q3 or D3 or Q4, they are all the same regardless). If you still have any questions, feel free to ask.
For curved surfaces, you wouldn't be using normal brushes for those. As Hipshot mentioned, patchmeshes are the way to go. That's what they're there for. Much easier to use and looks far better for curved surfaces.
Google for some patchmesh tutorials (either for Q3 or D3 or Q4, they are all the same regardless). If you still have any questions, feel free to ask.
[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]
well the mesh is good atm for getting the basic shape of the room, gonna have to fool around with it more to get the curved and vertical slant shapes. But atm I'm trying to figure out how to cut through the mesh? I'm making a simple doorway that goes through the mesh but the mesh doesn't subtract? Always like this or am i missing something
another way would be to use brush cylinders (which unlike meshes you can cut) and perhaps apply a phong shader to the outside to get them smooth
alternately you could trisoup the curve since you want inward sloping bits and trisouping will let you do that best
sock has a great trisouping tute on his site
http://www.planetquake.com/simland/page ... all1_1.htm
and kat has something as well
http://www.quake3bits.com/htm/tutorials/trisouping.htm
alternately you could trisoup the curve since you want inward sloping bits and trisouping will let you do that best
sock has a great trisouping tute on his site
http://www.planetquake.com/simland/page ... all1_1.htm
and kat has something as well
http://www.quake3bits.com/htm/tutorials/trisouping.htm
For many reasons, CSG subtract is one great way of screwing up your map. There are situations where you can use it smartly and have it actually do a good job, but situations like that are far in-between.
Before you get too ahead, I suggest you read up on map building techniques. Better that you learn now than when you're near finishing your map and then find out that you've run into all sorts of problems. For good reading, Q's (Quakin') Sample Map Thread in the LEM archives:
http://www.quake3world.com/ubb/Archives ... 20488.html?
Before you get too ahead, I suggest you read up on map building techniques. Better that you learn now than when you're near finishing your map and then find out that you've run into all sorts of problems. For good reading, Q's (Quakin') Sample Map Thread in the LEM archives:
http://www.quake3world.com/ubb/Archives ... 20488.html?
[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]