News Break

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

okidoke, well im havin a play around with different stuff now as i found a bunch of tutorials :)
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

My Favorite Site for Tutorials.

Space Tutorial

Btw, You need to make every brush caulk. The only part that needs to be textures is the area the player can see. To only texture on face of a brush press "ctrl" + "shift" + "alt" + "Single Left Click" on the face you want to texture. :) Not a must, but once you get into detailed and large maps it is a frame saver.
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

chears mate shall have a look :)
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

CrinklyArse wrote:o couple of questions while im on:


edit: 'm sure you guys have seen this before but i mean open areas and shizzle like this:
Image
Hey that's mine !!!!!!

btw, it's the same as that first box map of yours, just a tad larger. then you put in all the loose stuff (islands,bridges and so on)
last bit is a bit harder:
1) a trigger connected to the deathfall sound
2) a trigger connected to remove powerups
3) a damage trigger
(I allways forget the actual names)

Iirc there should be a pit-o-matic in GTKRad (plugin) that does all the hard work for you.

Hr.O
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

i thought i reckonised that avatar....
On your site it says you had some help from quake3world forum or somethin (thats why i said theyve probably seen it before), but ive never seen you around...
Nice job on the map dude :)
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
surgeon62
Posts: 573
Joined: Sun Mar 13, 2005 6:58 pm

Post by surgeon62 »

Btw, You need to make every brush caulk. The only part that needs to be textures is the area the player can see. To only texture on face of a brush press "ctrl" + "shift" + "alt" + "Single Left Click" on the face you want to texture. Not a must, but once you get into detailed and large maps it is a frame saver.
Take this advice seriously. I am working on my first map with some level of trim and detail. I didn't know I should've started with caulk brushes and now I am paying for it with lots of time spent looking for places I missed changing the texture to caulk. Better to get in the habit of doing it from the beginning.
Dilbert is a documentary.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Caulking mattered with the original q3map (lower compile times/r_speeds/etc) but q3map2 does an excellent job finding and removing never-seen faces.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Caulk still matters, especially for detail brushes. Q3Map2 doesn't cull uncaulked detail faces.
[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]
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Hmm... q3map2 2.5.16 culls detail brushes but 2.5.12 does not. Bug or feature?
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