Post by grieve[Q2C] on Oct 16, 2004 11:05:16 GMT -5
I thought this is a good thread title to get more attention. But this is only about curves in Quake 2. Doh.
However, can your editor do this ?
If not ( what I expect ), you might consider to give Quark a try, with it's smart shape building tools and the power of floating-point precision. And too much other stuff to mention here.
Someone told me this could be done on GtK-Radiant too, but I didn't check this out yet. And - I didn't see a proof for that anywhere, but whenever I saw perfect curves - in Quake maps, that is - it were maps built with Quark.
Before you waste lots of your precious time by cutting brushes for curves manually and try to make phong shading, only to be told by the reviewers: - Dude, if you would use phong shading this would look so much better .... try this .... ;D
Post by grieve[Q2C] on Oct 16, 2004 15:16:43 GMT -5
Yeah, cool. But you named it: it is difficult to manipulate them after they are created, in Gtk-Radiant.
In Quark it is easy and stays easy, because the curve is actually created automatically before the compile begins, inside the editor it is only one single brush applied to a virtual editor-entity (if I may say so , you can stretch or move the curve by stretching or moving one single brush and you can always edit the properties of this entity. And that's awesome. You got full control over a complex meta-object like a curve, made of many many brushes. You also don't have to take care about phong-shading.
Quark makes problems in winXP ? It is a Python-application, the python runtime is bundled with the editor in the latest versions ( python.dll ), in older versions you had to install the mini-python runtime.
Maybe you could try to install some other python environment on your system. It is not the editor itself under winXP that is screwy, I guess. As a high-level application it has to be platform independent, basically.
Hmm, so you could really create a place like on my screenshots in Radiant ?
Like i said, making a part of a circle is not a problem in Radiant, here's a screenie of what took me about a minute to make:
the curves can also look like an arch from quark, it's the same amount of work... and if you use the func_group entity - they're also easy to select and move (if you need to resize them, then you have to spend extra half a minute to make a new one )
QuArK goes crappy with its inside 3dpreviews the windowed GL view works fine and i used it all the way to make my stahduel2, and it's not that bad, what really pissed me off are ways to manipulate brushes. I have no time to aim at the streching squares, to pull down the context menus everytime i need to snap something to grid, and so... i also experienced some trouble when i went to deep with brush and entities grouping (it acted like it ran out of memory or something...)
I consider QuArK a great editor and i respect it very much. I just think that Radiant is faster and more comfortable