tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Dec 10, 2007 2:37:15 GMT -5
Got a few issues. The first one being I want to make the type of tunnels (rocky) that you see in the Small Pile of Gibs, by William 'SPoG' Joseph. The architecture in this map is beyond astounding, and I want to emualte this in my map.
The problem is, QER 1.47s vertex manipulation is the equivelent of trying to draw a circle free-hand - crap. I have installed 1.40rc2 version of GTKRadiant, but is there something better? What is tread like to use? I am thinking about switching editors, as atm I am using good old WorldCraft 1.6 to get the vertexes adjusted, but it's so bloody hard to use compared to QER or GTK!
I really want to get this map done, as it's been on paper far too long, and I've been working on it, FAR TOO LONG!
So please, anyone, is there an editor with the ease-of-use of QER, with the convenice and manipulation of WorldCraft, because I hate WorldCraft.
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Post by Paril on Dec 10, 2007 16:29:16 GMT -5
Start QuArKin -Paril
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Post by grieve[Q2C] on Dec 10, 2007 18:48:14 GMT -5
not completely sure, but I don't think that the vertex manipulation of QERadiant is worse that that of any other editor. Radiant purists like Jester would surely not agree with that. about Quark's vertex manipulation capabilities - I've read that it does not have have "real" vertex manipulation, but I can't say what that is supposed to mean because I can move vertices around there like in any other editor. of course, brushes are something of their own and will easily deform in weird ways if you start to move vertices. I guess this happens independent of the editor you use. Maric said once that it is best to compose complex brush structures with triangle shaped brushes, because they are the easiest to control when you move their vertices (that is, they are not likely to go into weird shapes). terrain generators always build the terrain with triangle shaped slices, so this gotta be true.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Dec 11, 2007 1:33:44 GMT -5
I would have to say i find QuArk hard to use while making terrain, its absolutely crap for making terrain compared to qeradient and Worldcraft (which i think is the best for vertex movement) Like Grieve? said, QuArk doesn't really have true vertex manipulation. It's like sticking a needle to another needle!
And yes i use Quark, ugh! :)
Nems terrain gen is probably the best and fastest way to make decent terrain outside the editor IMO.
Although i like the hand made crafted terrain in SPoG's maps and the original quake 2 which is just a matter of making some odd shapes out of some cubes and molding it together to look natural.
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Post by Paril on Dec 11, 2007 17:00:08 GMT -5
I use Nem's gen. I think that QuArK developers should stop working on new content to fix older errors such as their vertex manipulating. In the end, I don't complain. I'm helping Cdunde work on QuArK's model editor ^_^
-Paril
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Dec 12, 2007 15:32:11 GMT -5
Yea, quark has a bit of problems with that. its really annoying, even if i make triangle polys.....
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