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Endurance By Greg "Flipout" Ward


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That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches.

 

I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on...

 

As someone working on a map built entirely from models, what kind of problems should I be looking out for?  I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it.  Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright.

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Well, I think the biggest issue would be if you feel like changing things later on, it's much more of a hustle to edit and export models and then recompile, especially if you do small changes multiple times.

 

Other issues has to do with lightmaps and large models (not your case though), bots and auto collision (can be avoided buy having passable models and just brushes underneath. Sometimes I've noted that decals from weapons won't stick to models. It takes more time to create models than regular brushes when you do something as simple as a wall etc etc

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That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches.

 

I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on...

 

As someone working on a map built entirely from models, what kind of problems should I be looking out for?  I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it.  Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright.

 

 

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