Questions for mappers
here are some questions I wonder of with mapping. if u know the answers, please answer on so many u can, please please please
1. Do u have to make your own textures pixel for pixel? or is it an easier way?
2) How do u add trees, bushes and that stuff?
3) what do u use the different common textures to:
BOT CLIP
PLAYER CLIP
CLUSTER PORTAL
AREA PORTAL
CUSHTON
BOT DO NOT ENTER
FULL CLIP
HINT
INVISIBLE
METAL CLIP
MIRROR SURFACE
MISSILE CLIP
NODRAW
NODRAW-NOSOLID
NODROP
ORIGIN
PORTAL SURFACE
SLICK
TERRAIN
TRIGGER
WEAPON CLIP
It was one more thing, that I don't remember ....
REGARDS! - LAkitu
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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.
GL with your map
You mean the textures you created on your own with shaderED 2? I had that bug too. let me just take a look at it again... Ah yeah. Go to the tab "Shader" and in the section QEradiant Point the editorimage to the basetexture u use. The complete Shader woun't show up in the radiant then, but at least the base texture. But I must say that I just recognized that I didn't use ShaderED2 back in the old days, but "quake 3 arena shader editor" short q3ase. But I think ShaderED2 is much more comfortable than the one I used. Only the preview feature is way cooler in q3ase because u can also apply it to 3dimensonal objects also there. Neat feature but that's really the only thing good about it... hf
It should work with the default textures. If u use other custom textures it's possible that the texture artist forgot to add that editor image, but since there are so many I think u got a major bug there. But I can't help you at that stage any more. Try to check irc chatrooms about the radiant on quakenet or leveldesign forums.
omg, thanks!!!