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Posted: Mon Jun 26, 2006 9:55 pm
by obsidian
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.

Posted: Tue Jun 27, 2006 12:29 am
by fKd
thank you so much :) i used that compile prog... q3maptoolz :) it was so much faster... and better looking

Posted: Tue Jun 27, 2006 1:40 pm
by StormShadow
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

Posted: Tue Jun 27, 2006 3:19 pm
by Survivor
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.

Posted: Tue Jun 27, 2006 3:27 pm
by obsidian
-patchshadows
_cs (castshadows entity key)

Once again, Q3Map2 for the win!

Posted: Tue Jun 27, 2006 4:01 pm
by Survivor
eh, i really need to read up on q3map2.

Posted: Tue Jun 27, 2006 11:10 pm
by urgrund777
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

Image



Structural, the brushes actually needed to get a good vis hull. Notice that besides the sky texture, its all just caulk anyway.

Image

Posted: Wed Jun 28, 2006 1:45 am
by obsidian
Quakin's tutorial in the archives section is IMO, still the best detail tutorial I've seen yet.