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  • Spike
    replied
    Originally posted by MadGypsy View Post
    WTF is pro?
    Professional, as opposed to amateur, just means that you get paid for it.

    Of course, if you're getting paid then you're *probably* good enough at it that you can justify your salary, but that's not the true meaning, yet it is the implication that generally comes to mind.

    Leave a comment:


  • golden_boy
    replied
    Originally posted by MadGypsy View Post
    question: How much of that is possible in Q3 (map wise)?
    Not much, due to technical limitations - lighting, lightmaps, lighting of models, compiler bugs, model exporter triangle count limits, lack of rendering features etc.

    Still, it is possible to make pretty good looking maps with q3bsp, such as:

    SimonOC - The Bridge Crane Concept, Info Page

    and

    Ferdinand List - Portfolio

    Leave a comment:


  • MadGypsy
    replied
    Ok, I get where you are going with that, but it raises a statement and a question.

    statement: I am referring solely to mapping
    question: How much of that is possible in Q3 (map wise)?

    I mean, I can't become pro moto-cross practicing on a bicycle, but I can become pro BMX.

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  • golden_boy
    replied
    Originally posted by MadGypsy View Post
    WTF is pro?
    Polycount | Polycount Recap

    That.

    Leave a comment:


  • MadGypsy
    replied
    {scratches head} - If I read that right GB is saying he isn't pro either. Well what the hell is pro?! I take it back. If GB isn't pro then I haven't even gotten out of the 5th grade. He is my litmus test so to speak. If he isn't pro, then I have no clue what pro is and "the end" is so far away that I couldn't see it with a high power telescope.

    WTF is pro?

    Leave a comment:


  • golden_boy
    replied
    What MG said.

    Leave a comment:


  • MadGypsy
    replied
    I'm no pro and it makes me feel weird when you say that. If we use high school titles I am probably a Sophomore, and only in a Q1 mapping sense. Q3-wise I haven't even gone to class yet but, I read the Table of Contents in the textbook.

    @your video - craaazy nutty stuff, my friend Keep at it, though! You get the basics for sure. You just need practice....so do I.

    @no pro, feel weird - you don't have to apologize or anything. I just want you to know.

    Leave a comment:


  • JDSTONE
    replied
    AWWW where would i be with out the pros! (i would still trying to install the smc) lol

    Leave a comment:


  • MadGypsy
    replied
    You haven't jacked up my thread at all. I can't speak for golden_boy but I wouldn't say you have jacked his up either. Both of us love to teach and share knowledge, this much I can say with confidence. What you call "jacked" I call "doing exactly what I hope you will do"...at least in my thread anyway. I'll teach you everything that I know and be glad to do it.

    Leave a comment:


  • golden_boy
    replied
    Originally posted by JDSTONER View Post
    ************ ERROR ************
    SubdivideFace: Didn't split the polygon near (2615 788 10), altar1_6

    i open the map file in note book but i can't seem to find the line (2615 788 10) do you guys know a place i can get more information about whats going wrong..(any good links)
    This error seems related to texture scaling / scaling brushes with texture lock engaged IIRC.

    Select the brushes near the bad spot, and realign the textures on them with "Axial". Alternatively, select the area around the coordinates given, and reset all textures to "Axial" in the surface inspector (S).

    Then rescale the ones that need to be scaled ("Fit").

    If this doesn't help delete the part of the map around the coordinate where the error appears and rebuild. last hope is to use "Axial" on all brushes in your map.

    Leave a comment:


  • JDSTONE
    replied
    thanks i get what your saying... im having fun getting frustrated as i learn... i feel bad about jacking your threads with my learning stuff. you both have been a big help!

    Leave a comment:


  • MadGypsy
    replied
    1 is really thin. To go any smaller you might as well just make it flush with the wall. Don't forget to make lil clipbrush "ramps" on the edges so the player wont get snagged. I wrote you this lil tutorial.

    note: all of this is in top view and you should select the clip brush texture from the texture browser before beginning

    1) draw a brush next to your edge


    2) press cntrl+3 to make it 3 sided


    3) press cntrl+G to snap it to grid


    4) press v to enter vertex mode


    5) use shift+left mouse to draw a selection box over the bottom column of vertices. It looks like 1 but it is 2


    6) lmouse+drag it down 1, give the slope some better easing


    7) press escape til you don't see any vertices and press space to duplicate


    move the duplicate brush to the other edge


    9) go to modify (in this case) flipY


    voila, clip brush ramps for your edges. Now I am going to go turn this exact tutorial into a presentation. Really, this lil tut shows you quite a few shortcuts and simple techniques that you can reuse for many things.

    note: I combined my previous post with this one and deleted the other. They were saying the same thing but this one "says" it better.
    Last edited by MadGypsy; 09-05-2013, 07:07 PM.

    Leave a comment:


  • JDSTONE
    replied
    thanks both for you help...
    [ame=http://www.youtube.com/watch?v=2ZVZ_mHIPhY]MAP LIGHTS - YouTube[/ame]
    this is the map peace im playing with and trying to make a room filled with them... one works 2 sometimes works but more then that and something gos wrong and i get that
    ************ ERROR ************
    SubdivideFace: Didn't split the polygon near (2615 788 10), altar1_6

    i open the map file in note book but i can't seem to find the line (2615 788 10) do you guys know a place i can get more information about whats going wrong..(any good links)

    Leave a comment:


  • golden_boy
    replied
    In Quake 1 bsp format, you can use grid sizes down to 1 unit. Not smaller.

    Only q3bsp format can deal with smaller grid sizes afaik.

    Leave a comment:


  • JDSTONE
    replied
    im mapping around and i think im getting an error from trying to make a brush too thin. im trying to hang some pics on the wall. what would be the right grid size to use when trying something like this?

    Leave a comment:

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