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Quake Brush Prefab Packs?
Hey everyone :) So I am new to Quake mapping and I was wondering if there were some prefab packs for environmental things like trees rocks vehicles etc. I could make all this stuff myself but it would be pretty time consuming especially since I'm still learning the mapping tools and have only just started my first map last week lol. If such a thing exists it would be fantastic if anyone could point me in the direction of it.
 
There is a decent quantity of maps are open source so the .map is in the .zip with the .bsp.

For instance, Arcane Dimensions.

So you just open the .map, find the rock you liked and paste it in your map if your map editor supports that.

If the map isn't open source, you can just use a Quake map decompiler and then do the above.

Not much need for prefabs in Quake. 
@Therektafire 
There are no shortcuts in life! Take it from an old fart.

IMO copying and pasting from other's maps is not making maps. Unless you really know how to do it yourself that is. At this point you clearly do not.

Just learn how to make brush-based geometry yourself - the right way. By putting the work into it. I put my maps out there so people can learn from them, not copy and paste my hard work.

Now I've used fog settings and lights from people's maps but I usually tweak them or just redo them eventually. And it's always because I am not clear on something and want to learn. i.e mangles and delay/wait settings from Skacky or fog settings from Sock.

Not everyone feels this way clearly, but I sure as hell do. If you do copy and paste from someone's map PLEASE give them credit in your readme file.

But best to learn for yourself and that cannot be rushed. 
 
Some mods, such as Quoth and Arcane Dimensions, allow you to use custom models (.mdl) in your maps. They come with some, and you can grab additional models from other other places like Preach's blog:
https://tomeofpreach.wordpress.com/category/models/

Definitely give credit for anything you use in your map's readme. 
How Did His Question Turn Into... 
... a damn ethics/principles lecture from _dump?

He simply asked "... are there any prefabs and if so can you point me to them?"

Is it to hard to just answer his question without the diatribe! 
How 
OP already gets it but Bakers idea of just opening AD maps and copying rocks is a bit insane. Nobody recommends you do that. 
@damage_inc 
I've been in touch with Therektafire over on Discord so we've discussed similar issues in the past few days. He can take my advice or leave it.

I think I was pretty clear when I typed: Not everyone feels this way clearly, but I sure as hell do.

I actually feel very strongly about it. Sorry to have offended anyone. But tough love is still love, my brothers!

@Therektifire there were some Prefab sites around a while ago but many of them have dead links. Here's one:

https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake2/q2doors.shtml 
@ww 
Copy/paste is complete child's play in editors like J.A.C.K/Hammer/Worldcraft. You can have multiple maps open at the same time, copy brushes between the windows.

Why would an author release their .map source if not to allow others to potentially re-use their brush work?

Sure, could be overkill for a simple rock.

For a more complicated structure like a multi-part door or a bridge structure, may be very worthwhile to copy and paste.

And in some map editors it is incredibly easy to do this. 
Jesus Fucking Christ Baker 
You can have multiple maps open at the same time, copy brushes between the windows.
Why would an author release their .map source if not to allow others to potentially re-use their brush work?


No, this is not in fact why authors release the .map source.

The idea is NOT to just open other people's maps and copy 'n' paste all their shit to make some retarded frankenstein clusterfuck of a map made up from other people's talent.

Remember when that one guy released czg's honey with a few textures changed around? Yeah, less of that shit please.

It's even worse when you suggest that the guy decompiles non-open source maps and copies that stuff.

The idea of including .map files is a relatively new thing in this community and it's to help others learn how to make their own stuff, not just grab what they can and shove it off as their own. 
 
What conversation are you participating in where where the subject is no longer about prefabs (rocks, bridges, structures) and instead talking about Frankenmaps?

I think if someone released a map like that crummy honey map, it would receive negative feedback (and it did).

That being said, I would wonder how you would suggest that maps like e1m1rmx/e1m1quoth and Travail's DM2 remix were constructed as both of them predate the Quake map source release. The end results of those maps were awesome.

I think people can tell the difference between shitty maps and great maps.

/I'm glad you are enjoying blowing off some steam. Angry posts are awesome! And they are less common than they should be. 
 
Sharing map sources been a thing for at least 15 years, here's a thread from 2003: http://www.celephais.net/board/view_thread.php?id=5725

And a few years later it was a regular practice for some people: http://www.celephais.net/board/view_thread.php?id=60094 
@dumptruck_ds 
@dumptruck_ds
"IMO copying and pasting from other's maps is not making maps"

Well, I don't want to copy and paste people's *whole* maps, just small static props. I *do* feel like I have enough know how with brush drawing and face/edge/vertex manipulation to make most of these things, but the thing is I don't have much time to map each day so I need to divide my time between either A) making those props or B) making a functional map that's reasonably fun to play and nice to look at in a reasonable amount of time. And I would much rather do the 2nd than the 1st which is why I was wondering if there were any packs that had these things, I don't want to copy and paste people's whole maps, I agree that is pretty stupid and bad.

@Baker
The kind of models I wanted to have are definitely of the more complex kind, like vehicles or foliage. I can easily make rocks (in fact the first area of my map has several different kinds of those :D I had an issue with them where I forgot to make them func_detail's and jammed a pile of them in one place which caused the map to take so long to compile I just gave up on that compilation lol) 
@Therektafire 
You misunderstand me. I didn't type "whole maps" anywhere. I meant brushwork and the like.

As far as time management, what's the rush? There are ppl with full time jobs and families who make maps when they can. They aren't using prefabs to make those maps.

Anyway as I said before prefabs used to be a thing (because some editors let you save anything as a prefab) but not as much any more. Maybe there are some brush based prefabs out there for GoldSrc you could bring into a Quake map? 
 
For foliage, use MDL with alphamasked textures.

There aren't any minimally good urban civilian vehicles in any custom Quake maps, so you'd have to create your own anyway. AD has some cool military vehicles though.

BSP prefabs can save HUGE amounts of time if the mapper is a perfectionist. Imagine aligning all the textures of complex shapes to ensure that their textures will be smoothly filtered across the edges — this shit can be time expensive as hell.

The time saved on small details could then be spent on creating larger structures and polishing the map as a whole.

That Prefab Warehouse website is amazing, too bad it's dead. An active catalog similar to that would be incredibly helpful. 
The Opinions Expressed Herein Are The Author's Own Etc. 
I realise I'm a little late to the party, but I just want to state my (pretty strong) feelings on the issue; not hoping to convince anyone and I also realise others see things differently.

I'm basically with dumptruck_ds on this one, and -- though it may be a bit harshly/emotionally phrased -- share the basic sentiments of post #8 (though I don't recall the specific map the post mentions).

I also feel that map sources are there to be studied and learnt from, but treated with respect -- which means not abusing the spirit of sharing and generosity by grabbing someone else's hard work simply because you can.

Sure, creating brushwork takes time, proper texture alignment takes time and learning how to do both well takes time, but that's all part of the art of mapping. For a novice mapper to take something like the AD vehicles (which are some of the highlights of the pack because they are the result of the kind of brushwork and texturing skills that requires both talent and years of practice to hone) and paste it into their own beginner map strikes me as at best a form of cheating (and at worst stealing or plagiarism, if done without the mapper's permission and/or without crediting them). I love Quake maps, but I'm interested in what people have created themselves, and not what they've simply taken from others.

Even in cases where mappers say things like "I don't care" or "licences are pointless", it often seems to me to be more a matter of resignation or cynicism about the fact that you can't ultimately prevent people from being arseholes and stealing your work. But one can at least signal that this kind of thing is not ok -- as opposed to condoning or actively encouraging it. This applies especially to decompiling and then lifting brushwork, which I find completely indefensible: just because you can do it, doesn't mean you should.

I also feel compelled to react to this part of post #9:
"That being said, I would wonder how you would suggest that maps like e1m1rmx/e1m1quoth and Travail's DM2 remix were constructed as both of them predate the Quake map source release. The end results of those maps were awesome."
Irrespective of the fact that I very strongly disagree with Baker's position, this argument doesn't work at all, and I'm a little surprised no-one else has mentioned this. The implication here seems to be that a map like e1m1rmx -- a from-scratch remake of e1m1, with obviously entirely new and original brushwork -- could not have been created without decompiling and lifting brushwork from e1m1. Surely this is patently false.

*****************
Again, I understand that others have different views on the matter, but this is how I feel and wanted to get it off my chest. 
 
This kind of drama is another reason why a dedicated prefab catalog is important: The purpose of prefabs is to be copied & pasted, the purpose of map sources is not. 
Re: Drama 
Just so everyone knows Therektafire and I and on very good terms on Discord. If I sounded rude in my post I apologize to everyone here for my tone. And especially to Therektafire. 
 
If you're transplanting any kind of prefab vehicle into quake it's going to look retarded and you'd be better off building it with minecraft squares. Same goes for anything else that isn't simple vegetation or clutter.
Code-men, we don't need your optimisation here. 
Pretty Obvious Stuff Imo 
Some quality bum-roasting going on here.

I think it should be pretty blinking obvious that lifting stuff from someone else's map without their permission is bad, both morally and artistically, and I don't know why this is a such a debate. I remember back in the day, when people wrote map readmes that all kinda followed the same format, they had a line like:

"You may use this map as a base for your own work as long as you credit me bla bla bla".

or conversely "You may not use this map as a base...."

I think the rule of thumb should be: if you want to use someone else's brushwork, check the reeadme. If nothing there, and you still want to use it, try to contact the author. If you can't get a "yeah sure", then don't do it! 
Rektified 
OP:
There may be prefabs around but they're uncommon and I'm unaware of any updated resource. Quake mappers usually build from scratch and occasionally (if they're feeling generous) release the map source for others to learn (but NOT copy) from.

If you don't have time to learn how to map then maybe you shouldn't be mapping. Perhaps you could use the time instead to create those prefabs yourself? You could be the one to make them commonplace.

Everyone:
Consider that OP may be from other games where the 'editors' are simply drag-&-drop affairs with actual level design being non-existent (eg. doom snapmap). Or maybe the brushwork possibilities are so rudimentary that every area is just a box which you fill with monsters.

The right thing to do would be to educate OP that plagiarism/drag-&-drop/copy-pasting is not the answer to avoiding "time consuming" brushwork. 
 
I miss prefabs, 'cause I like to build stuff from brushes. Must I say that it speeds up the process significantly? A nice collection of pre-made stuff (stairs, caves, door frames, platforms, lamps and e.t.c.) is a crutch I'd loved to lean.

The editor I'm currently using don't support prefabs (like really!), don't know about the others. 
 
17: lol

18: nailed it.

20: It would actually be nice to have a list of the most needed prefabs. I don't do actual level design yet, but sometimes I brush out some stuff to study how to do BSP environmental art, and maybe I could contribute some.

I don't think a whole cave would fit into the purpose of prefabs, though. IMO, prefabs shouldn't influence the layout of the map. 
Brush Prefabs? 
Seriously why not just go and do something else?
I'm teaching my cat how to use trenchbroom, and as soon as she figures out how to use the compiler you will see a map made by a cat.

Brush prefabs? Why even map for Quake at all. If you don't want to spend any time on it its going to look like sh*t even with your prefabs. Laying brushes can be done by anyone dragged off the street.

3D models is a different story. You have to learn entirely new software, and it can be exceedingly complex to make the model. Using other peoples .mdls for trees and vehicles, etc. Just reference the author and get permission if necessary.

Seriously brush prefabs, just go jump into a lake for crying out loud. 
Interesting Topic. 
When starting a new map, usually the first thing to decide on is which texture theme to use. Easy, choose a set.

THEN start making prefabs, like arches, plats, doors, elaborate pillars, pipes, rotators and so on.
Save those prefabs along with your actual map in the .map itself, so you can access them while mapping and you dont have to switch to another window while doing the c&p, rotate and placing.

Works great in every editor.

Rockwork brushes are another topic, one where your skill is challenged at first i admit, but once you get the knack of it, it's fun to do on the fly.

Study provided .map files, dont just copy them.

/my 2 cents 
Prefabs - Convenience 
There are a few instances where prefabs are quite useful.

• Stock ID1 features. E.g. the zigzag door in base maps or other constructions such as slipgates.
•Arches using any of the arch textures.
•Breakable AD bookshelves.
•Breakables in general (crates e.g.).
•Anything remotely complex that you've made yourself, that took forever, and that you don't feel like doing again but still want to uae in multiple maps.

For the first examples, you can copy and paste straight out of the original ID1 maps which are freely available: https://rome.ro/news/2016/2/14/quake-map-sources-released

For arches, such as Kell arches or the skull arches I recommend making them yourself. Many times I've gone to copy an arch out only to find it was too chunky and made them myself to make them a little smoother. I have a prefab file around here somewhere with all the arches and texture specific brushsets in it...

Breakables, you can copy and paste out some generic breakables from the AD maps, such as crates, windows, and the like or the fancier bookshelves (Credits credits in your readme!!).

In the end, make your own prefab file and store what you think you'll want later. I have arches, crates, cave tri-soup, bookshelves and a few other odds and ends in mine. 
 
There should be a middle ground in copying and pasting stuff from other maps. Obviously you shouldn't copy objects that are unique to certain maps and are clearly result of a very creative and hard process(e.g. the portal from Kell's func_mapjam9 map). But it makes little sense to make common arches, windows, crates and doors from zero because even their textures are optimized for a specific shape. One could argue that it's important to learn how to make them (and it is), but the same could be said for textures; there are plenty of free image editing tools, why are we reusing other people's works? 
Say No To Prefabs 
Making crates, arches, windows and doors from scratch is what mapping is about. If you don't want to map then find another hobby. You're not going to do anything interesting pasting premade shit into your maps. Even if the texture is the same you can always cut the brushes a little different or do something new. Whats the rush? It doesn't take 2 minutes to make an arch and flip and paste it around.
When it comes to custom textures there isn't much original in this game, it's all recycled and re-purposed. 
Go Use Snapmap FFS 
but the same could be said for textures

Sure but we're talking about the intent of map authors who share their work. I share my maps so people can see how I created a particular piece of geo or how I scripted something to happen and that's it. If I tell you explicitly in the readme not to do it you shouldn't - regardless of the logical arguments you can make in favor.

If someone did that with a texture (they probably wouldn't) I'd respect that. 
Middle Ground Supporter Here 
I was kind of surprised to learn how negative people are here towards using prefabs.

I'm with vaf on the matter. I think mapping isn't all about laying down brushes from scratch, it's about making interesting looking and fun maps for people to enjoy. And I see no problem using prefabs if they have the original creators' permission.

Some people may do this more for the journey (laying down brushes etc.) while others are more driven by the destination (a finished map), and some mappers might be passionate about designing spaces, but not so much about the items occupying them. A mapper might want to design a parking hall but really doesn't feel like making the cars from scratch, finding it really tedious. So for the things the mapper's not passionate about, prefab cars would be the perfect solution. 
 
Prefabs are one thing, and copy other's people work from their maps is another thing.

Prefabs are cool, quake community use them since the 90s. Copy from other's maps are not cool (except when the author gives permission in the readme file).

Have said that, there are some really old sites with a lot of prefabs out there. I found these with a quick search on google:

https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake/tech.shtml

http://quark.sourceforge.net/userprefabs.php#Q1

https://www.quakewiki.net/archives/qpp/prefabs.htm

(prefabs are divided by category, just choose on the menus and download them) 
@dumptruck_ds 
"If I tell you explicitly in the readme not to do it you shouldn't - regardless of the logical arguments you can make in favor."

In this case a totally agree with you. Even if you come up with a original shape, let's say a different and unique style of bridge, and you allow others to copy it, I don't think other should copy it. I'm talking specifically about generic objects.

The walltorch entity is a good way of thinking it. Sometimes you just want a generic looking torch, sometimes you make your own brush and put a flame on it. I don't think that the existence of a torch entity limits the creativity. 
 
Some people's vision is too limited:

You're not going to do anything interesting pasting premade shit into your maps.

The levels in Super Mario 3D Land are mostly made out of premade assets. I'll let its public reception speak for itself.

Some people only sees Quake stuff through Quake lenses. They're completely unable to see how different approaches could be made to work in Quake. Lazy minded people only sees things from the most ridiculous angle, which is why they ridicule everything. 
I Think We're Stumbling On Semantics 
Prefabs made to be copy and pasted are awesome. I played with them when that old site was still live.

Jam 9 featured some nice prefabs I used in my map actually! Some Knave windows and door arches. I felt free to use them as that was the intent of the jam organizer.

I think we all agree that Prefabs designed to be used are great resources. And I do agree with the wall torch analogy there.

So copy and paste bad. Prefabs good. Me want a banana. 
 
The only thing I'm against is having some kind of "repository" of prefabs for people to pick doors etc from. And people keep on suggesting it as some good idea, because it'll "save time".. Nobody wants to see the same doorway 10 times in 10 different levels. It's fucking lazy and the idea deserves to be ridiculed. 
I Dunno... 
A tileset editor kinda thing for Quake could be pretty cool imo. 
 
What we really need is http://oblige.sourceforge.net/
combined with prefabs from all of socks maps. 
 
Making crates, arches, windows and doors from scratch is what mapping is about. If you don't want to map then find another hobby.

Brave claim as to what mapping is about, from somebody who may very well have produced 0 maps ever. 
PS. 
I use arch prefabs all the time because I have 0 patience for fucking with microscopic vertex alignment, my time is much better spent on texturing, lighting, and gameplay.

There are people who consider bsp an art form, and appropiately they produce art (i.e. skacky). I'm a complete fucking barbarian who carves almost everything and guess what, my DM4 map may not have looked anywhere as good or detailed as some others but it was still allegedly one of the best in the pack. 
PPS. 
Nobody wants to see the same doorway 10 times in 10 different levels.

Then maybe stop using the same doorway textures as every single AD map does. 
 
The only thing I'm against is having some kind of "repository" of prefabs

Sure, Mr. Brushwork Apartheid. Whatever you say. 
This Shit Ain't Hard 
By definition, a prefab is something that is made once and then copied and pasted potentially multiple times.

Why would you need to rely on other mappers to make those? Is making your own crate and arch prefabs beyond you? If so, good luck drawing the rest of the fucking owl. 
Fight! 
Resist the prefabs at all costs, because it doesn't just end with a simple "repository". The mankrip is devising a path for his machine maps as we speak. Hopefuly this warning is not too late 
#33 
Prefabs repositories existed years ago as you may note elsewhere in this thread ... nothing bad happened.

and

Nobody wants to see the same doorway 10 times in 10 different levels.

Have you ever played a base map?

and

anonymous posts are

"fucking lazy and the idea deserves to be ridiculed."  
@Spiney 
There is a tile based Quake solution here: https://github.com/joshuaskelly/tmx2map/tree/master/examples/basic

There are a lot of videos showing it in development here:
https://www.youtube.com/user/JDSkelly/videos 
 
Dumptruck again with the u-turn and betrayal. I was willing to die for you man.

On a serious note. Zzzzz 
 
keep it up TF. Putting effort in where it really matters. 
Yeah 
Nuance is lost on some people I guess. 
Saving Time Is Always Important 
Nuff said. Focus on making your map dream come true. 
Agreed 
Go Map! 
A Prefab Repo Is Perfectly Reasonable In My Opinion 
I don't see what the problem is. Some people don't have much patience for minute texturing/brushwork and would rather concentrate on creating nice spaces. A few of the jams came with jams (I made a few for jam2, for example, which some people used). I always make a prefab database before starting a map because they allow me to quickly iterate spaces and see how they flow.

Besides, a prefab repo with specific objects (such as end portals like in the E3 maps) can come in handy in unifying design codes. 
*came With Prefabs 
Butter fingers 
2D Quake Tile Editor? 
Is there anyone interested in making prefabs?

I've seen some different attempts at a tile based Quake map editor, but no one can pull it off because the details tend to dive deep into the murky depths of Quake specifications for several different file formats.

I wrote out a process that can take a prefab .map file, convert it to tile overhead images, determine how many tiles it needs based on tile size (i.e. 64 x 64 quake units, 128 x 128, ..).

It would require some effort to assemble the full process to a complete graphical user interface process, but it might be worth it.

And then there is the issue how to connect a teleporter to a teleporter destination, and how exactly to light such maps so the environment looks nice.

(Also: Hard to tell if maps made in such a way would be any good?) 
Not Sure If You Saw This In Action 
There is a tile based Quake solution here: https://github.com/joshuaskelly/tmx2map/tree/master/examples/basic

There are a lot of videos showing it in development here:
https://www.youtube.com/user/JDSkelly/videos 
I'm Interested 
 
2d Quake Tile Editor 
(Also: Hard to tell if maps made in such a way would be any good?)

It would almost certainly result in pure unfiltered arse if you are trying to make maps for regular FPS quakery.

HOWEVER, if you made maps for a top-down mod such as this:

https://youtu.be/IWF_cvh54Rg

(I hope coburn doesn't mind me posting that)

...then you might be onto something. 
 
I bet that id themselves would've used prefabs if they had it at the time.

Quake's ammo boxes sucks because they're always pseudo-fullbright. And I don't consider this to be a deliberate "feature", because otherwise they'd have made the rotating items fullbright too.
Some of the ammo boxes even have fullbright-colored texels, such as the red dots in the big nail/shells box, and all the bright leds in the health boxes. They were obviously intended to match the lighting of the levels.

I guess id made all those boxes into external BSP models because their editor didn't support prefabs, and manually modelling and texturing every item/explosive box dozens of times on every map would be ridiculous. 
 
Is there anyone interested in making prefabs?

I can do some if there's demand, but first I'd have to know which kinds of prefabs people would use. I've already released a WAD full of masked "fence" textures that nobody ever tried to use.

tile based Quake map

That's the next logical step. Sets of prefabs that could be used to assemble multi-part objects, such as ladders and rails (detailed rails, comprised of more than a couple rectangular brushes).

Support for tileable prefabs (or even tileable entities/brushgroups of any kind) in the map editors would be wonderful.

Another even more advanced step would be multi-entity prefabs, for mechanisms with complex animations, and a BSP animation editor. But that's beyond vanilla Quake. 
@55 
I guess id made all those boxes into external BSP models because their editor didn't support prefabs, and manually modelling and texturing every item/explosive box dozens of times on every map would be ridiculous.

Apparently it's just because it was faster to use external maps-as-brush-models and there were some issues texturing all six sides of a box using their model format (which makes sense given they didn't really have proper UV maps of their models, just straight-on texture projection). At least according to Romero:

We made those bsp because the engine draws that type quickly and all sides can be textured. Mdl format had some limitations. 
 
Comparing pickup items to prefabbed architectural features is...not really one of the strongest argument winners to be honest. 
@baker 
"Is there anyone interested in making prefabs"

Me obviously :D After I posted this I felt kinda bad about asking so I made a brush model of an excavator that I would be willing to let people use, which I showed off a little on the Trenchbroom discord. Though I would prefer to release it as part of a whole pack rather than just by itself 
#57 
Oh, that's true. Their modeling tools sucked back then. However, the MDL file format itself does allow proper texturing, as seen in Skiffy's shambler.

The quick drawing Romero talked about is the zero overdraw nature of Quake's BSP renderer.

Maybe the fullbright LEDs painted in some item textures were intended for use in the MDL format, before they switched all boxes to BSP. 
Tile Mapping 
I wrote a mod 12 or so years ago, for QExpo 2006, which used "tiles" to make a random map layout:

https://web.archive.org/web/20070812135352/http://qexpo.quakedev.com:80/booth.php?id=32&page=113

One of the example maps was for an imagined top-down Space Hulk style game, with dimly lit corridors. There was also a 3D cave system that was more suited for FPS navigation, and a few other experiments.

The way the mod operates is that you create a map which contains instances of all the tiles you want to use. Each time you start the map, it generates a new level from the tiles. If you like a particular layout, you can make a save file to preserve it.

One thing that's important is you need an engine that supports collision on rotated BSP entities - I think at the time darkplaces was a suitable choice so I'd recommend trying it out in that first. 
 
In the topic of tile based map editors dumptruck_ds posted a copy of Phase 2 on the Trenchbroom discord a week or so ago, it looks like a really old text based tile based map editor, I haven't used it yet but looking at the readme and the map format it seems kind of limited, like it would be a major hassle to make anything more than wolfenstein 3d homages lol 
#62 
Yeah, a purely tile-based map would be limited by the tileset. Which is why I prefer a mixed approach, using tiles for stuff like ladders, but not for the actual map layout. 
 
Some ideas from Unity:


Nesting
Greater flexibility
Previously, users were forced to choose between creating large monolithic Prefabs, like buildings, or more granular ones, like pieces of furniture, but they couldn't do both.

Now with support for nested Prefabs, a large building can be made up of many smaller room Prefabs, which in turn can be made up of multiple pieces of furniture Prefabs, and so on.

Productivity booster
This makes it easier for teams of all sizes to:
Split up Prefabs into multiple entities for greater efficiency
Reuse any content, from small to large
Work on different parts of content simultaneously

Prefab Variants
Flexible properties increase efficiency
As a default, a Prefab Variant inherits the objects and properties of the Prefab it is a variant of, but at the same time, you have the possibility to override those properties. This is similar to the concept of inheritance in object-oriented programming.

For example, if you had multiple door Prefabs, you could choose to make some of them a different color, while allowing the rest to inherit the existing Prefab color property. Any change made to the original door Prefab will affect the variants of it as well, except those properties which have been overridden.

Prefab Mode
Avoid time-consuming mistakes
A cornerstone of the new workflows, Prefab Mode enables you to edit in isolation. While this means that you will have to approach Prefab editing in a slightly different way, you can feel secure that any errors made will not have negative consequences.

In order to edit a Prefab Asset, you can open it in Prefab Mode. This allows you to view and edit the contents of the Prefab Asset separately from your Scene objects. Any changes you make in Prefab Mode affects all instances of that Prefab.
 
Or Just Learn To Map 
lmao 
No Way 
I want to subvert the Quake fandom into a "mapping for grannies" community. 
 
A Quake tile-based editor is nearing completion.

While no level design masterpieces will come from it, there is something enjoyable about the ability to so quickly place prefabs.

A concept work. 
How Cool! 
Can we make custom tiles for it? 
@dumptruck 
Yes! 
RISE UP 
First dumptruck's family friendly quake mapping server and now this. Soon everybody will be forced to map using trenchbroom and prefabs. Dumptruck's tutorials will serve as part of a mandatory syllabus. Anon posting will been removed from func, the site taken over and re-branded by dumptruck and co. This is the future that awaits us. 
#71 
Nobody will be forced to map. With tileable prefabs, all future maps will be created through procedural generation. Optionally, there will be a SnapTile editor for the really hardcore users.

It's the future, slowly approaching you from behind and breathing down your neck. 
Oh Heck No 
 
#71 
awww, come on, it's not like dumptruck's power grab is all bad - at least his vanity discoord server doesn't have any toxic assholes moderating it...

oh. wait. never mind. 
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