help for mapping

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help for mapping

Postby KICK » Sat Mar 04, 2006 6:51 pm

Hello,

some little question about mapping.

Am I forced to use gtkradiant to create map for nexuiz. I'm a noob in gtkradiant but i own with blender. Can I create my map with blender and export it in GTKradiant for mapping and put entities?

I look for it in google and found anything good. I just see something with an export to AC3D which export in .map but it doesn't work on my tests. Prevent me from the suicide please.

I wanna create my map, but gtkradiant is strange to use when you come from real 3D software.
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Postby tZork » Sat Mar 04, 2006 7:25 pm

Radiant in strange indeed when comming from another 3d app. if does things very diffrent. I too came from another 3d app to the worls of radiant and i took som egetin gused to fore sure.. ;)

Im not 100% sure, but afaik you cannot make a map in blender or milkshape or whatever and then turn it into a map in radiant. What i know you can do is make models for your map in a 3d app and then export them to a sutable fileformat (.ase, .mdl, .md2, .md3) and import them with the misc_model entity in radiant. Thise models are not limited to status or trees, thay can be enything from stones to bridges and ufo's. but models are not solid, so they will need to get clipped of if the player can toucs / shoot them. Also a map cant be made up of only models, you need some solid "brushes" to make up the main hull of the map.

Radiant is not the only option for nexuiz mapping, eny exiting sftware capable of outputting quake3 bsp will work. The ones i know of that can do this is: GTKRadiant, Quark, gmax. There may very well be others too.

I would howerver recomend that you do give radiant a try, its the most commonly used quake map editor out there and for this reason there is alot of information available for it on the web.
HOF:
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Postby ihsan » Sat Mar 04, 2006 9:32 pm

There is no avoiding some tutorials so you con check out http://tutorials.moddb.com/124/Basic-mapping-in-Radiant/ but if you are good with Blender why not model some weapons?
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Postby KadaverJack » Sat Mar 04, 2006 11:53 pm

ihsan wrote:[..] but if you are good with Blender why not model some weapons?

Yeah, or how about new player model? :)
We could really need a good 3D artist on the team :D
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Postby Kaz » Mon Mar 06, 2006 1:45 am

If you export to .ase, you can set the following key to autoclip it and lightmap it (select your model and press N to open the entity inspector):

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