Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 25, 2015 7:46:25 GMT -5
.....QuArK editor.....for a long time.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Jan 25, 2015 22:30:44 GMT -5
|
|
|
Post by thehappyfriar on Jan 27, 2015 9:03:27 GMT -5
Have to go with what I know: Radiant. Not the time to try to learn something new.
|
|
|
Post by NIN-Kitsune on Jan 28, 2015 2:38:18 GMT -5
I use Trenchbroom as well, it's what made doing this entirely possible at all for me! I have to work entirely in 3d like that in such an ease of use to pull off what I do without too much hassle. It's worth learning as easy as it is, if you feel you have the time of course. Though I learned it in as little as a week or two with no experience in other editors and made that first map of mine which was quite detailed and I'm a slow learner.
|
|
|
Post by fifthelephant on Feb 1, 2015 9:40:12 GMT -5
I'm using an official version of Trenchbroom (version 2) that has native Quake 2 support. It's still in beta at the moment though.
|
|
spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Feb 1, 2015 10:00:00 GMT -5
Radiant
|
|
ace
Light Guard
Posts: 24
|
Post by ace on Feb 2, 2015 2:26:18 GMT -5
|
|
|
Post by thehappyfriar on Feb 2, 2015 9:44:41 GMT -5
Just tested last night, Blender 2.49 (not sure about more recent versions) can export to map. Awesome.
|
|
spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Feb 2, 2015 12:53:33 GMT -5
Keep an eye on r_speeds and grid alignment when using Blender, and also note that it does NOT know anything about structural/detail brushes, of course.
|
|
|
Post by thehappyfriar on Feb 2, 2015 21:42:03 GMT -5
No textures either. I was actually hoping Blender would export to a .map with solid brushwork, not hollowed. It had a snap to grid option but with working in Doom 3 I realized how useful the snap to grid shortcut can be. What I've done In the past is export my map as a .obj, import in to blender, do my model work, then export my model work for my doom 3 or q2 map. Blender done some things easier vs Radiant (like curves & the like), so I'm excited to see what I'll wind up doing with it!
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Feb 2, 2015 22:25:07 GMT -5
Blender is good and it's free, but if you like other alternatives, there's also 3ds Max, which has many more powerful features. It also happens to be the game industry standard nowadays, which uses it for anything ranging from level design to model editing. Here's something I've been working on: 3ds Max Map/Bsp Importer/ExporterThe neat thing is, with the latest version of max you can use the quick snap to surface placement options for things like brushes or props. In the above screenshot I was playing around with random sign placement More on this new max feature: www.youtube.com/watch?v=ePmIAoT2p58
|
|
|
Post by thehappyfriar on Feb 3, 2015 7:46:36 GMT -5
That's an AWESOME feature! I actually learned blender because both 3DS & Maya went (back to in the case of Maya) yearly license fees vs buying a copy. Plus my wife said "no" to buying Lightwave. I don't know if the newest Blender has a features similar. I still use 2.49 because of the working Quake 2 & Doom 3 import/export (best D3 exporter I've seen too!). Blender 2.49 (and newer) has something similar that allows you to set a model as a particle, then you can place an individual particle or paint a bunch of them and get similar results. I've used that to do grass & trees in some experimental Quake 2 maps with Berserker. I've found over the past several years there was a LOT that modders could of done with Quake 2 in the several years after it came out that nobody ever did. It's pretty amazing tech!
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Feb 7, 2015 22:37:59 GMT -5
That's an AWESOME feature! I actually learned blender because both 3DS & Maya went (back to in the case of Maya) yearly license fees vs buying a copy. There's still Gmax, a free lite version of 3ds Max available that you can use: Download: www.turbosquid.com/gmax (For Registration Code sign up here) I might be able to port my BSP-MAP importer/exporter to it, if Gmax's scripting side isn't severely limited and use a script relative of the object planter
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Feb 7, 2015 23:20:08 GMT -5
|
|
ace
Light Guard
Posts: 24
|
Post by ace on Feb 8, 2015 20:44:58 GMT -5
Played around with trenchbroom 2.0 today, pretty wild. Really liking the way it works. Trying to learn new shortcuts is annoying as ever though.
|
|