LukeKatarn Posted March 16, 2004 Share Posted March 16, 2004 Will someone please make a map tutorial I have gtk radient but I do not know how to do stuff. Link to comment Share on other sites More sharing options...
fahtajorj Posted March 16, 2004 Share Posted March 16, 2004 sigh... http://richdiesal.jedioutcastmaps.com/tutorials/ please please use the search function. (i know im guilty of not using it, but from now on i will) Link to comment Share on other sites More sharing options...
LukeKatarn Posted March 16, 2004 Author Share Posted March 16, 2004 Originally posted by fahtajorj sigh... http://richdiesal.jedioutcastmaps.com/tutorials/ please please use the search function. (i know im guilty of not using it, but from now on i will) Thankyou. Link to comment Share on other sites More sharing options...
Methos007 Posted March 19, 2004 Share Posted March 19, 2004 Don't use jk2radiant like Rich suggests, use GTKRaditn from http://www.qeradiant.com Link to comment Share on other sites More sharing options...
Jedi Luke Posted March 20, 2004 Share Posted March 20, 2004 Also some of the tools for JK2Radiant (some also in Gtk) are pretty flawed, such as the 'Hollow' tool, CSG Subtract, etc, etc. It's best not to use those tools if you don't want to have any problems with your map (compiling, level loading issues, etc.) Link to comment Share on other sites More sharing options...
lassev Posted March 20, 2004 Share Posted March 20, 2004 Originally posted by Jedi Luke Also some of the tools for JK2Radiant (some also in Gtk) are pretty flawed, such as the 'Hollow' tool, CSG Subtract, etc, etc. It's best not to use those tools if you don't want to have any problems with your map (compiling, level loading issues, etc.) There's nothing wrong with those tools. However, Jedi Luke is still right in a certain sense: Until you know what those tools exactly do and have some experience with the practise and theory, you might avoid some problems by not using them. However, later on those tools are helpful in certain situations. Link to comment Share on other sites More sharing options...
Methos007 Posted March 20, 2004 Share Posted March 20, 2004 Originally posted by Jedi Luke Also some of the tools for JK2Radiant (some also in Gtk) are pretty flawed, such as the 'Hollow' tool, CSG Subtract, etc, etc. It's best not to use those tools if you don't want to have any problems with your map (compiling, level loading issues, etc.) I found that to be true in earlier versions of GTK, but I havent had any problems yet with the most recent version. Link to comment Share on other sites More sharing options...
Jedi Luke Posted March 20, 2004 Share Posted March 20, 2004 Originally posted by Autobot Traitor I found that to be true in earlier versions of GTK, but I havent had any problems yet with the most recent version. Yeah, the earlier versions were buggy and flawed like that but I've never used those tools in the later versions, simply because I've gotten into the habit of, for example, creating a room myself than using hollow, just as an example. I guess I just feel it's best not to use them to be on the safe side. Link to comment Share on other sites More sharing options...
Methos007 Posted March 21, 2004 Share Posted March 21, 2004 Originally posted by Jedi Luke Yeah, the earlier versions were buggy and flawed like that but I've never used those tools in the later versions, simply because I've gotten into the habit of, for example, creating a room myself than using hollow, just as an example. I guess I just feel it's best not to use them to be on the safe side. I'm on the other end of the fence; I cant live without my hollow and substarct:rolleyes: And creating doorways with the clipper always drove me crazy. Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 22, 2004 Share Posted March 22, 2004 Clipper all the way for me! Failing that, model it in Max! Link to comment Share on other sites More sharing options...
lassev Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by Autobot Traitor I'm on the other end of the fence; I cant live without my hollow and substarct:rolleyes: And creating doorways with the clipper always drove me crazy. Wow. I always clip the doorways. How can you otherwise know beforehand what kind of pieces you will get? It will be a bother later on, when you build the final wall forms, if you have different pieces the left of the door compared to the right of the door. I use hollow to make most of my initial room shapes. I have found out that it greatly helps envision the final size of the room. It's some additional work to remove the overlaps of the edges, but you get used to it... I use the CSG Subtract when I need to make polygonal holes in other brushes. May sound like a touchy business, but I'll be damned before I start to cut 18 angled holes with the clipper tool. Link to comment Share on other sites More sharing options...
Jedi Luke Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by WadeV1589 Clipper all the way for me! Failing that, model it in Max! Ditto that. Clipper all the way! Clipping brushes is part of the fun of mapping. Link to comment Share on other sites More sharing options...
Methos007 Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by lassev Wow. I always clip the doorways. How can you otherwise know beforehand what kind of pieces you will get? It will be a bother later on, when you build the final wall forms, if you have different pieces the left of the door compared to the right of the door. I use hollow to make most of my initial room shapes. I have found out that it greatly helps envision the final size of the room. It's some additional work to remove the overlaps of the edges, but you get used to it... I use the CSG Subtract when I need to make polygonal holes in other brushes. May sound like a touchy business, but I'll be damned before I start to cut 18 angled holes with the clipper tool. I usualy plan ahead for what i want, so i dont have to guess up what i need. acutaly, a really good mapping trick i use for planning is to build a small scale mock-up of it out of lego:D Link to comment Share on other sites More sharing options...
lassev Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by Autobot Traitor I usualy plan ahead for what i want, so i dont have to guess up what i need. acutaly, a really good mapping trick i use for planning is to build a small scale mock-up of it out of lego:D Then you do know the CSG Subtract tool far better than I have bothered to learn it. For if I were to cut a doorway into a wall, I couldn't really tell beforehand what kind of wall pieces the tool would produce in the process. I can, however, tell beforehand that those pieces are hardly ever symmentrical considering the left and right side of the doorway. And that is a reason big enough for me not to use the tool for that purpose. So, it's not really lack of planning... The only mock-ups I have ever used are pieces of paper and a triangle ruler, when I have tried to figure out complicated rotations with the script command rotate... (rotation around all three axis. Man, that really strains the brains). Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by WadeV1589 Clipper all the way for me! Failing that, model it in Max! Some of us run on a budget and can't afford Max. However, I know I will have to model eventually, but is GMax (with that extra addon thing for glm export and the only one I can afford!) ok for modelling. yes this is the mapping forum, but if I ask this question in moddeling I'll prolly get ignored!! Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 22, 2004 Share Posted March 22, 2004 It's totally fine for modelling....just it lacks the renderer and some of the save/export features. But it can export MD3. Link to comment Share on other sites More sharing options...
Methos007 Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by lassev Then you do know the CSG Subtract tool far better than I have bothered to learn it. For if I were to cut a doorway into a wall, I couldn't really tell beforehand what kind of wall pieces the tool would produce in the process. I can, however, tell beforehand that those pieces are hardly ever symmentrical considering the left and right side of the doorway. And that is a reason big enough for me not to use the tool for that purpose. So, it's not really lack of planning... I see what you mean. For me, I never really make very elaborate doorways to begin with so CSG Substract has always served me well. I envy you for not being so dependant on it:p Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted March 22, 2004 Share Posted March 22, 2004 Cut a hole in a wall and then put stuff around it, and voilà a door, including "elaborate" ones! I've never used CSG Subtract, but I guess there's always time... Link to comment Share on other sites More sharing options...
Jedi Luke Posted March 23, 2004 Share Posted March 23, 2004 Originally posted by Jedi_Vogel Cut a hole in a wall and then put stuff around it, and voilà a door, including "elaborate" ones! I've never used CSG Subtract, but I guess there's always time... Don't bother. As long as you can clip. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted March 23, 2004 Share Posted March 23, 2004 Originally posted by Jedi Luke Don't bother. As long as you can clip. If you can't clip in this job, you'll have issues Link to comment Share on other sites More sharing options...
Methos007 Posted March 26, 2004 Share Posted March 26, 2004 Ugh...I hate the clipper tool, I guess I have issues:p Link to comment Share on other sites More sharing options...
Jlowry1974! Posted April 3, 2004 Share Posted April 3, 2004 I am very new to mapping but I have noticed in the compile info that when you make a simple one room map it cuts down on resources used/ time if the room shell doesn't overlap like the hollow tool will cause it to do. It is faster to use though;) if compile time is the only factor then maybe easier is better. Link to comment Share on other sites More sharing options...
Jlowry1974! Posted April 3, 2004 Share Posted April 3, 2004 ........ or not:) Link to comment Share on other sites More sharing options...
wedge2211 Posted April 3, 2004 Share Posted April 3, 2004 It's not just compile time...it's game engine issues. If you have textures being drawn offscreen (because they are on a brush that extends into the next one), that will suck up resources. Also, you'll get sparklies--a nasty visual effect that makes maps look very unprofessional. It's best to cut the edges of the walls to fit each other. 45-degree joints between brushes that make a 90-degree angle are best, like so: ____ ____/| || || When you get into making rooms more complicated than a cube, you'll want to NOT use the hollow tool. Link to comment Share on other sites More sharing options...
lassev Posted April 4, 2004 Share Posted April 4, 2004 Originally posted by wedge2211 It's best to cut the edges of the walls to fit each other. 45-degree joints between brushes that make a 90-degree angle are best, like so: What's the benefit of this? Can't you just leave the corners to touch each other? Link to comment Share on other sites More sharing options...
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