Modeling/Mapping process from start to finish

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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jkoder
Posts: 59
Joined: Tue Jun 17, 2008 9:10 pm

Modeling/Mapping process from start to finish

Post by jkoder »

Hello,

Can someone give me a high-level (or low-level if you have the time) summary of the development process
for making maps and models for Quake III. I am hoping for something which includes all the important parts
from design to release so that I know which tutorials to read up on. I thought I knew enough about the mapping process to at least make simple maps with 3-4 rooms but just the other day I read a thread here about bot clipping which was something I never new existed...

I eventually want to create my own player/weapon models for the Q3 engine using Blender. I also want
to create other models such as vehicles/space ships to use in the game. If you have any advice on skinning, how many polys to use for a given model or tips for animation then I am all ears.

I know there are still some Quake III related tutorials on these but I can't find any that give you details on the whole
process.

Cheers
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Modeling/Mapping process from start to finish

Post by ix-ir »

Well I'll give you my steps, others may have different methods, it will also vary somewhat on the scale and complexity of the map:

Design the map on paper.
Block out the map in radiant.
Convert the blocks into 16 unit thick face brushes, mitred where necessary. These are much easier to edit later when you modify the map than blocks.
Alpha texturing - DIFFERENT TEXTURES FOR FLOORS, WALLS AND CEILINGS. Most play testers probably want to stab mappers who give them mono-textured maps to learn. Don't do final pretty style texturing at this stage.
Place major items - RA, power weapons, Mega etc.
Place minor items - shotgun, 25h etc.
Place spawns.
Place ammo.

As the map is alpha clipping will generally not be required yet, clip a few things like open sky ceilings.

Make complicated stuff like stairs into detail. The rest of the map will still be simple blocks.
No need for bot clip or hinting yet.
Compile, give to testers.
Take feedback, modify, give new compile.
Keep doing this until the map feels ready.
Choose a theme and texture style. Style the map, align all the textures, do the fine detailing.
Do the fancy decorative lighting stuff you've always loved.
Hint the geometry to improve performance if necessary. You'll need a tutorial and lots of running around with r_showtris 1 and r_speeds 1 to really get what's going on. The radiant load portal view option is also useful.
Bot clip and player clip (note player clip already counts as bot clip so there's no need to double up where you have player clip making surfaces similar). Bots, players and the vis process all benefit from a world that's made of large squares or rectangles.
Some people build what's called a caulk hull and make all the visible geometry detail. You'll have to look for a tut for this, I consider it a total waste of time and just use detail on the complicated bits.
Check all shaders are in your map's shader file.
Check all textures are in your map's correct texture folder.
Same for the sky.
Final high detail res with an improved light map resolution and bounce lights.
Bot aas compile.
Screenshot for levelshots.
Readme.
Zip as a pk3 and distribute.

Most mappers seem to choose a theme and texture their map up really nicely with carefully aligned textures before sharing it with testers. This is stupid because the testers will tell the mapper to go back to the drawing board.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Modeling/Mapping process from start to finish

Post by pjw »

ix-ir wrote:stuff
Good post!

I usually skip the paper part, only because it's just as quick for me to do it in-editor, and it's easier to see how level-over-level stuff is going to work out. I also usually have a general look/theme pretty early on, but you're right--mappers shouldn't put any real work into detailing/lighting/etc. until layout and gameplay are nailed down.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Modeling/Mapping process from start to finish

Post by Kat »

jkoder wrote:...I eventually want to create my own player/weapon models for the Q3 engine using Blender. I also want
to create other models such as vehicles/space ships to use in the game. If you have any advice on skinning, how many polys to use for a given model or tips for animation then I am all ears....
There's only one place for all that in relation to Blender 3D, mine :D ;) Check out the forums as I've got a number of "dev diaries" that show pretty much everything you'd need to know on that score using Blender.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
jkoder
Posts: 59
Joined: Tue Jun 17, 2008 9:10 pm

Re: Modeling/Mapping process from start to finish

Post by jkoder »

@ix-ir, thanks a lot for your post. It's given me a lot more insight.

@Kat, thanks for the heads up. I signed up for you forum and had a quick look at some of the threads. It looks like there is loads of useful info there! I read you book review BTW (Blender 3D, architecture, buildings, and scenery) and I plan to order it when I get home later, it seems like it could be useful for someone in my position.
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Modeling/Mapping process from start to finish

Post by Hipshot »

1. Ideas and inspiration.
2. Quick sketch on paper.
3. Basic layout that often doesn't even come close to what I did on paper.
4. Simple Q3-basic textures on walls, floors, roofs.
5. Weapons and items.
6. Playing it for a couple weeks at work

----

7. Figuring out a look, making textures, effects, skies, etc
8. Playing it a while more at work
9. Release as beta on the net.
10. Never look back...
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
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Modeling/Mapping process from start to finish

Post by Silicone_Milk »

1.) Plan it all out on paper and have a solid idea of how it's going to look.
2.) Completely scrap everything I just planned out.
3.) Just do it.

Note that my method is the reason why I've never released a map past an alpha. :P
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Modeling/Mapping process from start to finish

Post by Kat »

jkoder wrote:@ix-ir, thanks a lot for your post. It's given me a lot more insight.

@Kat, thanks for the heads up. I signed up for you forum and had a quick look at some of the threads. It looks like there is loads of useful info there! I read you book review BTW (Blender 3D, architecture, buildings, and scenery) and I plan to order it when I get home later, it seems like it could be useful for someone in my position.
Yes, it's a good book to get started on using Blender in that context, it's not explicitly game related - although there is some content in there about that, but, buildings are buildings regardless as to where they're going to end up so that makes it a reasonably 'universal' book from that point of view.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Modeling/Mapping process from start to finish

Post by WHAT!! »

Think of a theme.
Find a good levelshot.
Think of a good name.
Make the map.
release.

I don't know why, but I've always had good results doing it this way. It's like, once I get the silly levelshot from google images, it's smooth sailing from there.
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