Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Mon Jun 26, 2006 9:55 pm
fKd: A few
first-things-first's ...
Make sure you are compiling with the latest version of Q3Map2
You may want to brush up on the Q3Map2 documentation scattered about... in the readme, online, etc.
You may want to compile from a batch file, if you know how, or using a newer GUI app like Q3Map2toolz
There are a lot of updated compile switches used with Q3Map2 that you may want to take advantage of for decreased compile times (-fast light stage switch is one of them) and better quality lighting. Do some searching, lots of documentation everywhere.
fKd
Posts: 2478 Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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by fKd » Tue Jun 27, 2006 12:29 am
thank you so much
i used that compile prog... q3maptoolz
it was so much faster... and better looking
StormShadow
Posts: 557 Joined: Wed Feb 16, 2005 8:10 pm
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by StormShadow » Tue Jun 27, 2006 1:40 pm
fKd wrote: thank you so much
i used that compile prog... q3maptoolz
it was so much faster... and better looking
Yeah, q3map2toolz is better (IMO) and you should be able to find the -fast switch under the lighting options. It speeds up the lighting a great deal
Survivor
Posts: 4202 Joined: Fri Dec 27, 2002 8:00 am
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by Survivor » Tue Jun 27, 2006 3:19 pm
Ax, I think you mean that models and patches don't cast shadows. Easy to fix with a rough brush cut of it and invis texture applied.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Tue Jun 27, 2006 3:27 pm
-patchshadows
_cs (castshadows entity key)
Once again, Q3Map2 for the win!
[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]
Survivor
Posts: 4202 Joined: Fri Dec 27, 2002 8:00 am
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by Survivor » Tue Jun 27, 2006 4:01 pm
eh, i really need to read up on q3map2.
urgrund777
Posts: 153 Joined: Tue Mar 08, 2005 4:29 am
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by urgrund777 » Tue Jun 27, 2006 11:10 pm
here's a good example I used years ago on an old RTCW map
Detail : with all the eye candy crap that just bloats bsp leaves
Structural, the brushes actually needed to get a good vis hull. Notice that besides the sky texture, its all just caulk anyway.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Wed Jun 28, 2006 1:45 am
Quakin's tutorial in the archives section is IMO, still the best detail tutorial I've seen yet.
[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]