Questions for mappers
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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...
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
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
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... 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 )
Oh, it was so easy xD