Excessiveplus Mapping Project !
would be nice to have a list of the map names in the crontab ro the motd: so we know what to vote for
hey....damn i didnt even know u guys were already making maps for e+...lol...gj guys...neways it would be nice if u also post what u learnt from the mapping stuff...for example like a description of what are the issues you took into consideration..y the map is better for e+ etc etc....(for more info see the mapping guide on cpm wiki....im kinda looking for something similar)...having this would be a real boost to would be mappers (like me )...
For the quake map itself - GtkRadiant
For texutre shaders - q3ase
For fixing map models after conversion to md3 - MD3CompileThose are you quake specific tools
For tools of preference
3d studio max for building models (requires plugins for md3 format models)
Jasic Paint Shop Pro and Adboe Photoshop for imagesBubba has good tutorials for map builders
http://bubba.planetquake.gamespy.com/mapping.htmlI attach the plugins for 3d studio as they are hard to come by
Great job , I have found the same except I tried gmax insteed of 3DS studio max
there is also a module to add on
GtkRadiant link : http://www.qeradiant.com/
direct link for GTKRadiant 1.5 (windows) : http://zerowing.idsoftware.com/files/radiant/nightly/1.5/GtkRadiant-1.5.0-2006-03-02.msi
there is already tutorial in gtkradiant so no problem
q3ase link : http://www.bpeers.com/software/q3ase/
gmax link : http://www.turbosquid.com/gmax
gmax plugins : md3 importer md3 exporter
@oldvamp,
there is a way to add entities on gtkradiant
but for now it's not compiling.
we need something more and dunno what exactly
on gtkradiant installation directory
gtkradiant/q3.game/
you will find a folder for baseq3 containing default_shaderlist.txt and entities.def
copy that folder and paste it as excessiveplus
then you could edit entities.def
copy /*QUAKED misc_model ... */
and paste it rename it to something else.
then launch gtkradiant
in file menu click on project settings...
select custom Quake 3 modification and type excessiveplus
now you could directly test on quake3 excessiveplus when you build a map and you can see also the default entities of baseq3
the new entity is displayed too but you cannot use it ingame.
something missing :roll:
Here is a beta Version of the Unreal map Deck16 made by me.CHECK IT OUT!
http://csaq3.cs.funpic.de/index.php?site=files&file=25
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ok list echoing in crontab every minute.
@oldvamp : can you list all the tools you use to make maps?