Q3 vs Q4 mapping

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Hellfog
Posts: 21
Joined: Sun Nov 27, 2005 2:36 am

Q3 vs Q4 mapping

Post by Hellfog »

Hi everyone, as I slowly get back into mapping again with Quake3 I am wondering how it compairs to Quake4 mapping. If you know Q3 mapping fairly well how much of a learning curve is there to Q4 and what are the major changes? How are textures/shaders handled?

I was also wondering how intense the mapping is on the PC compaired to the actual game. The game runs quite slow on my computer, but I'm wondering if I can map anyway for it. GTKRadiant runs liquid smooth for me for Quake3. I'll be upgrading soon anyway.
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

The learning curve would be pretty flat ;) "Its the same - but more advanced" I think you can say.
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
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

The biggest change is the lighting. You also need to learn how to use visportals and few other minor tricks, but making a multiplayer map is still relatively simple.

I think you'll be able to run the editor, however you should be really careful when using realtime preview (turning the "Cubic clip the camer view" option off can potentially blow your system away ;)).
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

More about visibility:

In Q3 you needed to build the vis-blocking skeleton of the map using structural brushes and then do fiddly bits with detail brushes. You could also go all ninja with hint brushes to fix up some excess-visibility problems.

In Q4 there is no structural/detail categorization of brushes; brushes is brushes. You're not concerned with the same sort of faces-making-vis-splits issues. Visibility is controlled with portals as described on iddevnet. I haven't gotten to the point of visibility-tuning yet, but it _seems_ like compared to Q3 it is a somewhat simpler process. On the downside, perhaps, I would bet that you can't be as aggressive with portals as you can be with hint brushes, in terms of micromanaging sight-lines.
Hellfog
Posts: 21
Joined: Sun Nov 27, 2005 2:36 am

Post by Hellfog »

Cool, I played with hint brushes a bit, but I don't bother anymore. Even the most intense Q3 levels run fine on today's computers. Maybe by the time I get to Q4 it will be the same lol.

Eliminating detail brushes sound nice. Was always a pain when you forgot to make details and found your map takes 50 hours to compile. lol.

So are shaders the same then? I was hoping it would be easier, shaders are pretty crazy in Q3. There was a shader app, (I forget what it was called) that helped a bit.
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Hellfog wrote:... There was a shader app, (I forget what it was called) that helped a bit.
I think you're talking about Q3ASE (Quake 3 Arena Shader Editor). You'll also find some links to helpful tutorials on this site. ;)
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