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Conrad Justin

DM-Reco by Conrad "Justin" Slawinski

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right mouse button activates and deactivates the camera in the 3D window

use arrow keys to move camera

ctrl+mouse move / ctrl+shift+mouse move - add more functional for camera movement

 

in win7 sometimes the camera in 3D window can buggy

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Thanks, Z!  but still the camera in the 3D window does not deactivate, while I press right mouse button again. (I'm on Win 8 recently). Is this possible to work within netradiant and then convert map into radiant? I have more experience with netradiant (several Xonotic maps) and regardless similar interface its completly different program to me.

Good luck mate!

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Week 2 continuation: Wooden constructions on the construction site (don't mind the metalic and concrete textures- they will be replaced)

Whats the maximum poly amount? Lets say I create a rock model that has 1000 faces and then duplicate it 10 times. Is it okey? How can I increase the lightmaps qiuality on models?

 

week2-2.jpg    

 

week2-3.jpg

Edited by Conrad Justin

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Okey. Before I start modeling I just wanted to show you the main layout idea. I am thinking about adding basement going beneath the map (straight across) but maybe this would be too much. I hope you can figure something out from this top-down view -  I tried making it as clear as possible :P

 

week2-4.jpg

 

What would you prefer as a player: Jumppads, smooth ramps or perhaps a staircases? At this stage its easy for me to swap them because layout is still changing.

Edited by Conrad Justin

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I'm liking the planks; most Quake maps are very regular and lean heavily on patterns in their geometry.  Is that BSP?  How is it to run on?

Also, is that some bloom?  Is that something stock Q3 can do?  I recall Jedi Knight having bloom but I thought that was a custom extension.

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Nah. screenshot was done in Xonotic, because I used it for quick testing (sorry about it - I just wanted to show the layout progress) Today I finally launched map on Quake, so don't worry. Mind that I am a beginner in quake.

 

I have a question: I put an orign (pivot poiint) of my models on the model's bottom and when I place them in Radiant the pivot point is usually inside brushes. I think this might have an impact on the compiling process or even game performance. Is that correct? Shall I locate pivot points of my models in the centers and place them so they don't intersect with brushes?

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That's a good question actually - my entire map is being done as big static room-sized mesh chunks.  At present, I'm exporting them in such a way that there's a big pile of meshes around 0, 0, 0, but the content of those meshes is usually about 2000 units away.  If I understand from what I've been reading, misc_model is compiled into the map itself.  I suspect, but cannot yet confirm, that this means the transform is baked into the mesh and the pivot point is lost completely.

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Thank you, Hipshot, I will try avoiding it. With this in mind I see no other issues that could prevent me from start modelling apart from poly count I suppose. Is there particular number we should abide? I know this sounds like a newbie qustion but I don't want to end up with totaly broken performance. I have stronkTM computer but some might not.

 

jameswilddev2 - The planks are bsp - detail brushes. Easy to adjust, fun to run on (no clipping issues) Edited by Conrad Justin

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