Questions for mappers

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NINJA |¯?¯OLDVAMP¯?¯|
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Questions for mappers

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Lakitu
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Questions for mappers

Oh, it was so easy xD

.STIFU*
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Rofl... And as I said. Just go ahead and design your own glassshaders with the shader editors I mentioned above. It's a good practice and give's your map a unique style... Winking

Lakitu
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.STIFU* wrote:

Rofl... And as I said. Just go ahead and design your own glassshaders with the shader editors I mentioned above. It's a good practice and give's your map a unique style... Winking

Ok, i'll check it out Smug ty

Lakitu
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.STIFU* wrote:

1. Also check genetica 2 for texture generation and Shader Ed2, for making ur own q3-shaders easier. By default you would have to program them on your own.

2. Remember to create a "collision-hull" out of brushes afterwards and cover it with one of the cliptextures. Otherwise u would be able to walk through your tree.

What do u mean?

*DKZS*
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I really dont know about the program q3radiant (if is that what u are using currently) But to make textures, real good textures, check out a program called ZBrush. U will be preaty amazed what u can do there. I give u here a link of awsome works that have been done with zbrush.
Hope that helps.

DKZS

http://206.145.80.239/zbc/featured2col.php

And here a very cool example of what kind of gothic like u can do.

http://206.145.80.239/zbc/showpost.php?p=317156&postcount=92

enjoy

just back for a few games

NINJA |¯?¯OLDVAMP¯?¯|
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yeah, thats good for high detail moddeling and texturing.

just dont try to put one of those high detail models into quake, it will curl up and die Winking

Lakitu
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Heh, i'm making a city-map now Tongue
really nice textures, the gothic textures are always the best

But why did u mean with collision-hull, Stifu?

.STIFU*
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That collision hull is for the models you create with 3ds max (in this concern it was a tree u wanted to make). Of course you can just set a tag that the collision of a model is handled poly-wise, but it saves a lot of performance if u create your own (basic) collision hulls afaik.

I used q3 arena shader editor (short: q3ase) for making the shaders. ShaderED 2 basically does the same only more comfortable, but without such a good preview. Both editors are not for creating textures themselves (like .tga or stuff like that), but for creating shaders, as the name says... Happy A shader in this concern is just the way a texture is shown in q3. u can add a environment or a specularchannel for example. You can make it transparent, or glowing. U can really achieve some nice stuff with it.

For creating "textureimages" for q3 I'd still use genetica two in combination with photoshop or the gimp. Zbrush is nice of course, but simply unnecessary here. (Better for creating normal-/heightmaps and stuff like that Happy )

Lakitu
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Thx Happy But do u know about a texture-maker that doesn't cost?