Mapping Tutorials

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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hm

Postby Rayne » Fri Jul 28, 2006 7:16 pm

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Video Tutorials: Creating Mapobjects using Blender 3D

Postby 7051 » Thu Nov 30, 2006 3:24 pm

Hi,

i stumbled upon this series of video tutorials called "Creating terrain map objects using Blender 3D". Didn't watch it yet but thought i let you know. Have fun...

http://www.quake3bits.com/htm/tutorials ... errain.htm
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Postby tZork » Sun Jul 08, 2007 1:54 pm

I whiped up this small tutorial when the subject of large brushes cam up elsewhere on this forum. So here ya go, filled with strange wordings and misspellingsw :P a short howto on clean room corners, clipping and a anti tjunction campaign :P

http://zdev.dvrdns.org/tutorials/tut1/tut1.html
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? :D
<Samua>Lies, that only applies to other people.
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Postby cortez » Sun Jul 08, 2007 3:51 pm

nice work tZork
Aneurysm 4 the win !!!!! :D
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Postby torus » Sun Jul 08, 2007 8:03 pm

I didn't know this was supposed to be done...

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Postby tZork » Sun Jul 08, 2007 9:23 pm

Theres no law saying is should be done like this. Its just the way i usualy prefer to do it. it keeps the 2dview clean and helps with texture alignment on both sides on the wall. depending on the situation othe methods can be more sutable.
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? :D
<Samua>Lies, that only applies to other people.
tZork
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Summary of good links for beginners + Dead Links

Postby Summer Willow » Wed Oct 10, 2007 10:00 pm

First the dead links or ones in need of fixing!

Dead Radiant links
===================
http://www.map-center.com/modules.php?n ... 34&start=0 leads to homepage of mapping forums etc... not useful.

http://kaziganthe.planetquake.gamespy.com/tutorials.htm

http://ugg.codealliance.ca/tutorials/

http://hosted.planetquake.gamespy.com/l ... t/tuts.asp

http://www.wemakemaps.com/hintbrushes.htm/

http://planetunreal.gamespy.com/phalanx/tutorials.htm -- they suggest searching for your link

http://www.unrealsp.org/community/level ... dness.html

http://nalicity.beyondunreal.com/view_c ... d=4&page=1

http://www.quake3world.com/forum/viewtopic.php?t=2418 -- the page itself says its out of date in the first post

http://www.promode.org/maps/guide/

http://leveldesigner.digitalcog.com/

http://www.wemakemaps.commapmodeltext.htm/

textures:

http://www.newlogicmedia.com/subverse/

http://lemog.fr/index.html -- fix this

Animax http://www.arkadin.biz/ -- to -> http://www.animax.it/animax/Textures.htm fix this

speedys - http://speedy.planetquake.gamespy.com/textures.htm ... better link

Various:

http://www.daz3d.com/i.x/software/bryce/-/ .. fix this for Bryce (freezes my version of FireFox when trying to close this tab!!! you've been warned)

Revenants http://www.leveldesign.nl/ ... requires login

Now on to the good stuff. 8) I know lots of people asked for decent links to tutorials and I wanted that too so I went through all the links in this thread looking at tutorials on mapping. I've done my best to figure out which are clear, fairly well-written and easy (from my pov anyway). The one tZork wrote I didn't look at closely yet so i can't say for sure if its well written, and the rest I skimmed or read the first sections of them to get a general idea.
Heres what I think are the best links for beginners -
==============================================

http://www.planetquake.com/bubba/mapping.html -- shows very basics, good explanations, bad font layout & background choice

http://www.wolfensteinx.com/surface/tutorials.html -- helps get you started with Rad + shows decent preferences for it

http://en.wikibooks.org/wiki/Q3Map2 -- great info on using this tool for make compiling and useful front-ends for it

http://zdev.dvrdns.org/radiant_tutorial ... tents.html <- use this NOT: http://zdev.dvrdns.org:808/radiant_tuto ... tents.html -- specific to Nexuiz and written by tZork in our community. :)

http://en.wikibooks.org/wiki/Radiant -- correct link ... awesome book, very basic & kind of fun if you prefer to jump right in.

For the more advanced mappers -
===============================

http://method.gamedesign.net/ld_process.htm -- for the more advanced level designer, but shows the "Method" way of mapping, IE design & sketch everything in advance, plan everything out, etc.

http://aeons.planetquake.gamespy.com/ae ... apping.php -- another "method" mapper with a great overview of how to map as well as what to expect.

http://www.lunaran.com/page.php?id=1 -- Blog from a mapper at Big Rooster (formerly of Raven Software), not very useful to beginners but might help give ideas/insight to advanced mappers. Example page of one of his map posts: http://www.lunaran.com/page.php?id=165

http://members.lycos.co.uk/quakeroats/q ... er_manual/ -- recommended by tZork for learning about shaders (Advanced stuff)

Useful to both Beginner & Advanced maybe -
============================================

http://www.gamedesign.net/node/111 -- very generalized information, might be good if you want to familiarize yourself with the terms you'll encounter in mapping. Some articles are *very* technical.

http://web.archive.org/web/200108112227 ... #qw3_water -- List of Links to a boat load of tutorials of all sorts, everything from Bot AI pathing to mapping to shading to sound editing!
Boinkin Beaver is my best nexuiz friend so you better leave him alone or face the wrath of the =^Kitty^= :D
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Postby [-z-] » Thu Nov 08, 2007 4:25 pm

tZork wrote:helps with texture alignment on both sides on the wall.


Great point, I'm going to have to start using this technique
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Postby Rad Ished » Sun Nov 25, 2007 2:21 pm

Now correct me if I'm wrong but by this reasoning a crate with the bottom texture caulked and resting on the ground creates a t junction also?
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Postby tZork » Mon Nov 26, 2007 1:16 am

Crates and sutch are usualy, or at least should be, detail brushes. t-junctions only apply when both brushes are structural ones.
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? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

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