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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Lolleyballz... 
Speak to me...! 
Well 
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 
Sorry man, I forget to check that account! Reply sent. 
 
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 
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. 
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.... 
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 
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! 
Thanks Metlslime, Necros!

I was banging my head over this! 
 
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 
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 
that makes complete sense. and yeah, bsp models aren't lit beyond their original lighting. 
Quakebits 
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 
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 
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 
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 
DM3. Do people prefer to play with translucent water or non-translucent water? 
Than 
translucent water for sure ! 
 
although i don't personally play, i'd think that non-translucent water for fairness would be in order. 
Hardcore Players? Bambuz? 
Do any of the hardcore players know? I'd prefer to have trans water for single player, but maybe I can save that for the Quoth version. Do competetive players still run Quake on p2s and shit like that? do r_speeds matter? The framerate is always maxed out on my machine - even with novis on, and that's at 1920*1600 in fitz with all the second passes and stuff for enhanced lighting (overbrights and fullbrites).

Maybe the competition mods have a server command to force wateralpha to a certain value? Anyone know? 
More Questions (for Players As Much As Mappers) 
Do any of the hardcore players here know? I'd prefer to have trans water for single player, but maybe I can save that for the Quoth version. Do competetive players still run Quake on p2s and shit like that? do r_speeds matter? The framerate is always maxed out on my machine - even with novis on, and that's at 1920*1600 in fitz with all the second passes and stuff for enhanced lighting (overbrights and fullbrites).

Maybe the competition mods have a server command to force wateralpha to a certain value? Anyone know? 
FUCK YOU, OPERA/FUNC/WHATEVER! 
I fucking refreshed that shit after nothing seemed to happen before, and there was no post. Now there are three! God damn it! 
Than 
r_speeds:
It would be useful if it worked in software fuhquake, you could try it (also pay attention to mipmaps if the textures are custom). Jago spent some time making enraged playable in sw with no greyflash. (And then the stupid qw people just ignored the map anyway! Sigh.)
Some percentage (I'd say 2%?) of people still play with 320x200 sw, more so at the top skills.

Water:
Transparent water has traditionally been off. I don't really know or remember all the settings on the server and in the maps and in the client that enable what combinations to be used, but there's a faint chance the way you do the map doesn't matter since it can be circumvented in the server sw. But I don't know, probably not, all that visibility and all.

I remember back in the day you could cheat in team fortress by watervising the map (in sw that was just taking the surface tex off completely) and you saw the people underwater. :) And then the mapcheck was introduced to circumvent that.

sw use:
If you can by some way view the obsolete url of IBC extended info
http://ibc.quakeworld.nu/extended.php
you could see what percentage of people used sw and which gl (in 2004).
(google cache of the non-extended info here:
http://66.249.93.104/search?q=cache:KdU9yFu7FWsJ:ibc.quakeworld.nu/+the-interceptor+ibc&hl=fi&ct=clnk&cd=1) 
Yeah Well... 
It's just a dm3 remake for SP mainly, but I want to keep the classic DM layout more or less intact in case people do get sick of Romero's texturing.

Mind you, my rebuild isn't faithful in terms of tricks you can do or exact dimensions, so I doubt anyone who has bothered to play DM3 for 10 years will be interested. I'm still going to release a regular Quake version and a Quoth enhanced version (using quoth base enemies, trans water and that has a dm layout more optimised for ffa) anyway.

There are a couple of shots here: http://than.leveldesign.org 
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