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What method did you use to learn radiant?


000nate

How did you figure out to use radiant?  

16 members have voted

  1. 1. How did you figure out to use radiant?

    • Figured it out yourself
      1
    • Used ruch diesals tutorials
      11
    • Used some other tutorials
      4
    • Figured it out some other way
      0


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Maybe I should have lied "RuchDiesal", but unfortunately I started using Radian before I started reading these forums and I didn't happen to find Rich's tutorials before I found some old, rusty Quake III tutorials. Believing those were the ultimate tutorials I struggled with them, with more or less success.

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I have learned (and continue to learn) through a verity of ways.

 

Through Tutorials

 

RichDiesal at http://richdiesal.jedioutcastmaps.com/tutorials/

- Most of the important lessons are done, although it would have been nice if he managed to finish them all (thanks for what you have provided Rich) :cool:

 

Bubba’s Arena at http://planetquake.com/bubba/mapping.html

- Thanks Bubba, you rock!

 

Claudec’s Lair at http://www.claudec.com/the_tutorial_Index/q3a/tutorials.shtml#rust_polycountred

- Various bits of info.

 

The Massassi Temple at http://www.massassi.net/tutorials.php

- Loved that curving pipes tutorial, woo hoo!

 

Through these groups

 

By searching these forums (search before you post) and by posting my questions. Many people are happy to help by sharing their knowledge or at least giving you further ideas or pointing you in the right direction. Leslie Judge, for example helps many people and has been a big help to me.

 

Through Practice and Experimentation

 

The way, ultimately, you find of if something works or not is by trying it. I am still in the trying and experimental stage. My goal is to learn the editor (I use GTKRadiant) as best as I can, that way it will make things a lot easier when I can get a good few hours to sit down and get a map together.

 

For example, I had a dream to make an ‘all breakable’ level (various structures break after being subjected to damage – a window takes little to break, a metal beam or concrete floor a few hits from a rocket), but I learned that there is a limit to the number of brushes you can mark as special objects, be they breakable or elevators, etc (something like 256 in Multi-Player and 512 in Single-Player) If I had not learned this early on through some initial experiments, I might have wasted Hours making a level, only to spend more hours puzzling over whey the darn thing did not work.

 

Through Observation

 

Download and play other people’s levels, they give you cool ideas about what you can do with the game engine and environment.

 

Have fun…

 

:cool:

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