Worldcraft 1.5b (Forge)
#5028 posted by Ler R. Ster on 2006/05/17 18:38:47
Is there any complete tuitoral out there, on how to start a map from scratch?
let me know via email: hey_its_ler@yahoo.com
or here.... but, email is prob most likely.
K~ByE
...
#5029 posted by than on 2006/05/17 20:50:23
If I have time I will be doing a complete tutorial for QExpo, but there should be tons of guides.
Try searching for the worldcraft site on planetquake (I heard it recently went down though) as there were some guides there. I think Worldcraft's very own help files include some basic mapping guides though. It should at least tell you how to build two box rooms, connect them and compile the map. Aside from that, you could always try asking for help with specific problems here or on #terrafusion on Quakenet.
Wc 1.6
#5030 posted by bambuz on 2006/05/18 07:12:36
That's the one you need.
Worldcraft Tutorials
#5031 posted by aguirRe on 2006/05/18 08:21:47
Than
#5032 posted by Blitz on 2006/05/18 12:33:25
That's an awesome idea :) There aren't many new tutorials these days.
Lolleyballz...
#5033 posted by distrans on 2006/05/18 18:27:45
Speak to me...!
Well
#5034 posted by than on 2006/05/18 21:24:01
scarecrow's idea for QExpo is to reinvigorate the scene, so we need to make it easy for new people to get involved.
I can't say for sure if I will get anything done, but I will try.
Distrans
#5035 posted by Blitz on 2006/05/19 07:30:07
Sorry man, I forget to check that account! Reply sent.
#5036 posted by Than on 2006/05/19 19:39:31
one thing I would personally like to see...
Would be an extension of CZG's tutorial - explaining a simple way to make more complex clean curves (aka more than 2 sides).
Of course that's a pretty small corner of a pretty big picture, huh?
Texture Editing Question
How would one go about applying some realistic blood smears/splatters on some quake1 textures? In either paintshop9 or photoshop? Or are there some blood images with alpha channels I can use for my own purposes somewhere?
Ray
#5038 posted by bal on 2006/05/20 08:02:49
I know there are some brush collections findable online with various blood spatters etc, with a bit of tweaking it could look ok.
Otherwise... you could steal all the blood images from doom3 (they have alpha channels) and use those... =)
Quake Brush Models? Health Boxes, Etc.
#5039 posted by Baker on 2006/05/20 11:03:01
Does anyone know either how to make Quake brush models (ammo boxes, health boxes) or an editor that is capable of making them?
I've Googled numerous different ways, to no avail.
Ammo boxes and such in Quake are in a special bsp format b_bh100.bsp, unlike other models like monsters, weapons, etc.
I'd like to make a couple, but cannot find the information.
It's Easier Than You Think....
#5040 posted by metlslime on 2006/05/20 11:29:52
i'm pretty sure you just make a one-brush box with a specific corner on the origin (bottom south west corner I think) and a couple of lights to make sure all of the faces have some light on them. Then qbsp and light it, and you should be good.
Yep
#5041 posted by necros on 2006/05/20 12:23:22
that's exactly what you do. you can make more complex models than square boxes too. you could even just use regular .mdl files, afaik.
any one know why id chose to make ammo boxes bsp files instead of mdls?
No Way!
#5042 posted by Baker on 2006/05/20 15:18:18
Thanks Metlslime, Necros!
I was banging my head over this!
#5043 posted by Kell on 2006/05/20 18:03:26
any one know why id chose to make ammo boxes bsp files instead of mdls?
They're easier to 'skin', 'cause it's just ordinary textures slapped on each side; skinning a cube-shaped .mdl would result in only 2 faces being textured properly.
Why not use a .mdl of something not-cube-shaped?
Because of the lighting I suspect.
Modelling Terrain
#5044 posted by Jago on 2006/05/20 18:07:46
I can use the tri/quad-souping method for creating terrain, but for large scale things this is a true chore. Can anyone point me to some good tutorials on creating terrain for q3 engine (ET) with 3d studio max or a similar tool?
Ah Yes
#5045 posted by necros on 2006/05/20 18:30:16
that makes complete sense. and yeah, bsp models aren't lit beyond their original lighting.
Quakebits
#5046 posted by HeadThump on 2006/05/20 18:31:01
http://www.quake3bits.com/index.php
I'm thinking of the Quake3 tutorial for Blender, but You'll find a lot of useful info there.
Jago
#5047 posted by JPL on 2006/05/21 04:17:01
Try Nemesis' terrain generator. It is a fucking good tool (I used it for CDA as example).
Check it out at http://nemesis.thewavelength.net/
Terrain In Quake 3 Engine
#5048 posted by Jago on 2006/05/27 11:24:10
I've been wondering about this:
In many terrain maps I am seeing in Q3-engine games (read: ET), there are some parts of the terrain that logic tells me has been carved up to insert a building or a tunnel or whatever. I am wondering how this is done?
My understanding is that if you use heightmap-based terrain and start carving it up, you are bound to get BSP issues whilst iirc carving up terrain which is done as a mesh is flat out impossible.
What am I missing here?
Surely
#5049 posted by Kinn on 2006/05/28 03:37:30
you just remove the terrain brushes that are in the way of what you want to build, so you got a rectangular hole in your terrain, and then proceed to plug the gap with whatever you want to build in the normal fashion. Same principle applies to terrain meshery; make the mesh with holes in.
Dm3 Question
#5050 posted by than on 2006/05/29 20:39:28
DM3. Do people prefer to play with translucent water or non-translucent water?
Than
#5051 posted by JPL on 2006/05/30 00:30:28
translucent water for sure !
#5052 posted by necros on 2006/05/30 00:36:21
although i don't personally play, i'd think that non-translucent water for fairness would be in order.
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