Conrad Justin Posted October 11, 2014 Report Share Posted October 11, 2014 (edited) Hello! Here I am, participating, trying to figure out the layout. Final version updated: Final version with sound and all that: https://dl.dropboxusercontent.com/u/90490112/reco.pk3 Good luck to all participants! Edited December 27, 2014 by Conrad Justin Squeebo and Sprony 2 Link to comment
jameswilddev2 Posted October 11, 2014 Report Share Posted October 11, 2014 Looks very open plan! Like. Link to comment
Conrad Justin Posted October 13, 2014 Author Report Share Posted October 13, 2014 Week 1 update: Modeling props for modular geometry will2k, Squad, FMPONE and 2 others 5 Link to comment
Conrad Justin Posted October 15, 2014 Author Report Share Posted October 15, 2014 Last day of the week 1: Top down layout. Sprony 1 Link to comment
Conrad Justin Posted October 15, 2014 Author Report Share Posted October 15, 2014 I have a question:How to move camera around in the perspective view in Radiant? It seems that whenever I try to do so (right mouse click it gets stuck in this option and I can't toggle it off (I have to alt-tab the window) Link to comment
Z(Rus) Posted October 16, 2014 Report Share Posted October 16, 2014 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 Link to comment
Conrad Justin Posted October 16, 2014 Author Report Share Posted October 16, 2014 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! Link to comment
Conrad Justin Posted October 16, 2014 Author Report Share Posted October 16, 2014 Week 2 progress: Trying to finish the layout in the middle and slowly moving to the outskirts. Link to comment
Conrad Justin Posted October 18, 2014 Author Report Share Posted October 18, 2014 (edited) 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? Edited October 18, 2014 by Conrad Justin Link to comment
Conrad Justin Posted October 18, 2014 Author Report Share Posted October 18, 2014 (edited) 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 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 October 18, 2014 by Conrad Justin Takkie, Sprony and InsaneKid 3 Link to comment
jameswilddev2 Posted October 18, 2014 Report Share Posted October 18, 2014 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. Link to comment
Conrad Justin Posted October 19, 2014 Author Report Share Posted October 19, 2014 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? Link to comment
jameswilddev2 Posted October 19, 2014 Report Share Posted October 19, 2014 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. Link to comment
Hipshot Posted October 19, 2014 Report Share Posted October 19, 2014 If you can, don't sink model origins into brushes. Sprony 1 Link to comment
Conrad Justin Posted October 19, 2014 Author Report Share Posted October 19, 2014 (edited) 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 October 19, 2014 by Conrad Justin Link to comment
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