Well you use maya, or any other modeling app that can export ASE )or any other q3map2 compatible model format) to make geometry for levels. Theres a few diffrent ways to use thise models once the are done.
You can model small parts of your map and place them into their context using gtkradiant, mixing models and brushwork to build your world.
Another option is to build the bulk of your maps geometry using models and laeetin q3map2 automaticaly clip it (this is not the std behavior for models) Heres a shot of a testmap using that method :
http://zdev.dvrdns.org/junk/nexuiz000015.jpg There are problems with nexuiz (darkplaces) and autoclipping, tho some of thise should be resolved in 2.2.2 iirc
What you will not get away from is making vis blocking structures in radiant (or similar), larning how to use shaders and using q3map2.
To make a model autoclip eigther give it the spawnflags of 6 in radiant or use a shader like this:
- Code: Select all
textures/mycoolmap/my_name_for_the_autoclipping_shader
{
qer_editorimage textures/mycoolmap/what_to_show_in_editor.jpg
q3map_clipmodel
q3map_forcemeta
// Lightmap stage
{
map $lightmap
rgbGen identity
}
// Texture stage
{
map textures/mycoolmap/reatexture.tga
blendFunc filter
}
}
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.