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Warsow used qfusion. 
 
Referring back a few posts...

If you really want to do brush-based mapping (or at least layouts) for a modern engine, http://hammuer.nte.be/ lets you import .vmf or .map files into the Unreal editor. 
Retroblazer 
 
Ohhh... I didn't knew it's on Darkplaces!
Sadly development died... 
Staying At A Hotel 
and func is the only website that loads up because it's the most optimised and the connection is too shit to load anything else. 
 
Try loading the entire General Abuse thread 
Retroblazer Is For Furfags By Furfags 
 
So DP Seems More Capable As An Engine That I Thought 
after seeing those examples. I might use it afterall.

But one last thing just to be sure: is Quakespasm's way of filtering texture an usual one? Can it be replicated by DP? Can tyrustil's (and others) compilers be used for a commercial game? 
Daya 
in theory yes.

in practice, I'd use unity. 
Jonas I'd Use It Too, But If Brush-based Map Cannot Be Done In It 
then I'd settle with DP.
But then I've seen that TB2 can export map files into wavefront 3d models, meaning they can be used by Unity as a single model, meaning using Unity *and* TB2 is possible.
The downside I see with this is the back and forth with converting files and testing maps. If the map I test in Unity is wrong in the original map files, I have to edit in TB2 and then convert it.

Is brush-based maps in Unity that buggy? Because I'm wondering how the guys behind Dusk are doing it: https://www.youtube.com/watch?v=GqUiJpITMS0

Another thing I'm wondering about TB2: since my game won't have a palette limit, can TB2 use .wad files (or texture pack files rather) that doesn't hold a palette limit? 
 
Try http://sabrecsg.com/ for brush building in Unity 
.map In Unity 
With a dumb conversion of .map to mesh, You'll have all sorts of lovely problems like sparklies everywhere because .map brushes -> mesh is just t-junction city.

Also, unless you caulk and automatically remove all the unseen brush faces in a conversion step, you'll be drawing all that too - which might not be a problem because it will be so low poly (I assume?)

If you want to go down the .map -> Unity route, I strongly suggest creating it as a Quake 3 .map, and then using q3map2 to process your brushwork into clean .ase meshes

You'll need to look into how you do collision. Are you going to just duplicate the visual mesh and use that as a collision mesh? Could be pretty unoptimal unless you are going for 1996 levels of geometric detail in the visual map. Manually creating optimal collision meshes will eat up a ton of your time.

You'll need to think about culling too - Unity has an occlusion culling system but you'll have to have a long hard look at that to see how it works so you know how to organise your map meshes - it's no good having the map as a single mesh, it has to be split into lots of seperate meshes so they can be culled independantly of each other. 
 
IMO, the iteration time between changing something in a .map, and then going through all the different steps to see those changes in your Unity game, will be such an insanely convoluted waste of time that you will have an incredible new appreciation for how easy and quick quake-engine mapping is.

Unity plugins like that one mukor linked might be worth looking at before you discard the Unity idea though. 
 
What are the benefits of brush-based mapping compared to mesh anyway?

I'm asking because at some point in the future I'll have to decide what to start with, and right now my experience = 2.5D mapping + a little bit of low-poly 3D model creation in Blender. 
Mukor And Dwere 
Now that's what I'm talking about. I'll look into it and then decide between Unity and DP.

dwere -> brush-based mapping is by practice better to construct an environment faster, the downside being it won't look as organic as brush-based map, which is better fitted for natural terrain (plains and mountains to name a few), at least from my experience. 
 
A couple of things about brush-based mapping:

https://www.youtube.com/watch?v=xOBEy-zIotE
https://www.youtube.com/watch?v=6ubu76gEvM8

Got these from the YouTube channel of the same guy that I saw discussing HammUEr (that I linked above). 
Kinn 
Are you using Unity for your job? Or for personal projects? Interested in what you're up to with it, as i've just been going through some tutorials 
 
Are you using Unity for your job? Or for personal projects?

At work: Only started using it once all the decent games companies near where I live shut down and we all had to do skeevy pay-to-win shit for mobile. I am loathe to admit being involved in any of that horrible crap, but it brought the doughnuts in.

Personal stuff: All sorts...2d stuff, 3d stuff...A lot of proof-of-concept stuff that never really got finished, but some of it is interesting and I'd like to maybe do a write up at some point maybe but don't hold your breath. 
American McGee Is Doing An AMA 
#28918 
Ha, ah thats a shame. Well you do what you have to, eh. Unfortunately those are the companies that make money!

Write up at some point would be very interesting to me at least. I'm getting into it now, really only with an eye to do some silly little games or proof-of-concepts. Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment. 
 
Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment.

Any step-by-step guides out there are mostly going to be clusterfucks of irrelevant shit that don't really address the stuff that you specifically want to be doing with Unity.

Instead - break down what you want to know into very focused questions about one little aspect of Unity, and simply learn by Googling one question at a time. Somewhere, someone will have asked the exact same question as you, and there will be decent answers to that question scatted across a million different forums like stackoverflow, and even sometimes on the Unity forums, or on the official documentation pages.

Once you kind of know which systems of Unity and/or script functions you need to be dealing with to solve your problem, then its time to read about those systems on the official documentation.

Once you get deep into Unity you'll realise how a lot of its systems are poorly documented "black boxes", and your only "resource" is googling to find others trying to do the same thing as you. 
#28915 
Thanks, it's more or less what I thought.

Terrains are exactly what I'm concerned about, as well as various tilted/broken structures of complex shapes. 
#28916 
Thanks for those as well.

I like the way that guy talks. I couldn't understand most of it, but I think I got the main idea. 
#28921 
ha, maybe not exactly what i hoped to hear, but at least the "google your specific question" technique is reassuringly familiar. Pretty much anything i've ever coded is built upon stackOverflow ground, with varying degrees of shakiness.

Cheers for the advice! 
 
Does anyone have a working link to the Quake Info Pool?

The discussion on the Mark V thread about Quake hackiness reminded me of it so I went to have a look. I can't get it to load from either inside3d.com or insideqc.com, or even archive.org. Seems to be a lot of interminable redirecting or reloading going on?

Maybe it's just my browser... (Chrome on macOS) 
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