I snipped this from another thread.
re: mapping in Blender
re: Blender vs Radiant
You can use cubes to block out in Blender. Turn on grid snapping and get a feel for it - it snaps to the smallest grid that's currently visible in the front/side/top views. Then just extrude your walls from cubes. The downside is that you'll get a lot of useless triangles in your game-ready model, unless you manually delete all the faces that don't actually make up walls. That would be super tedious. So that's why I wouldn't use this method.
Something like this could probably be exported to .map though, as long as all the blocks are legal brush shapes (convex). But then you'd have to make sure that is the case... note that with the extrude method, your blocks won't actually have 6 sides. The side you extrude the next block out of will be left open... This method is also very tedious when it comes to making floors and ceilings. Radiant actually does a better job at this since selecting individual blocks (brushes) will be a lot easier, and you'll do a lot of that.
There's a better one:
You can try just blocking out your level with vertices and edges - lines, basically. Then you can extrude the edges upward to get faces... and that gives you a 3D environment. This would in practice look much like DOOM mapping, only the "linedefs" get extruded to form 3D planes.
Much simpler, less cruft! Easy to texture and export to .obj or .ase for FTE/Darkplaces, or to .fbx or whatever for Unity etc.
You can get a level like this to collide properly in FTE/Darkplaces, by using mesh collision. In FTE you'd just create a copy of the mesh and texture it with a meshcollide shader. In Unity it's even easier to get meshes to collide.
re: mapping in Blender
re: Blender vs Radiant
You can use cubes to block out in Blender. Turn on grid snapping and get a feel for it - it snaps to the smallest grid that's currently visible in the front/side/top views. Then just extrude your walls from cubes. The downside is that you'll get a lot of useless triangles in your game-ready model, unless you manually delete all the faces that don't actually make up walls. That would be super tedious. So that's why I wouldn't use this method.
Something like this could probably be exported to .map though, as long as all the blocks are legal brush shapes (convex). But then you'd have to make sure that is the case... note that with the extrude method, your blocks won't actually have 6 sides. The side you extrude the next block out of will be left open... This method is also very tedious when it comes to making floors and ceilings. Radiant actually does a better job at this since selecting individual blocks (brushes) will be a lot easier, and you'll do a lot of that.
There's a better one:
You can try just blocking out your level with vertices and edges - lines, basically. Then you can extrude the edges upward to get faces... and that gives you a 3D environment. This would in practice look much like DOOM mapping, only the "linedefs" get extruded to form 3D planes.
Much simpler, less cruft! Easy to texture and export to .obj or .ase for FTE/Darkplaces, or to .fbx or whatever for Unity etc.
You can get a level like this to collide properly in FTE/Darkplaces, by using mesh collision. In FTE you'd just create a copy of the mesh and texture it with a meshcollide shader. In Unity it's even easier to get meshes to collide.
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