Jump to content

RAILBACK

Members
  • Posts

    316
  • Joined

  • Last visited

Everything posted by RAILBACK

  1. I love any diameter stuff that's actually round! Phong shade helps. The poly count on all Ravens models are low. When I make models, you can see the difference in file size as soon as you double the polys. Going from kb to mb if you use MD3! The ASE files are much smaller. It makes sense as to why they did it that way. If we can do away with Radiant all together, I think building without limitations is preferable.
  2. Its not beyond you. Should you open up a .map file you want to copy ( for example purposes), just make a large brush around the area in question, then under 'edit', scroll down, click: select inside. Radiant will ignore the new brush and most of the brushwork you want will now be highlighted. Hold shift to select any remaining brushes and then: save as.
  3. Yea, I know there is lots of tutorials for Blender on You Tube. That's fine. But what I would like to do is just list a shortcut menu as well as a.. ..like an 'error' thread with explanations on how to fix Blender hiccups. @ Langerd gave me a few tips already. Believe me, I'm very grateful. I would have a map up and running by now if I didn't have to fight with Blender half the time. Sooo... what I've been doing is taking notes and pictures of mistakes I've made because sometimes the solution just isn't there. Blender is always being developed and there are lots of old tutorials for older versions. So my last hiccup (which I will post later) I had to figure out on my own through trial and error. If you have things to add, by all means, please post them here.
  4. @@AshuraDX "anvigationm"?? Navigation? Lol I use radiant for speed since navigating in other programs is much slower. I'm gettin better though.
  5. Sorry, I meant model_static. Yeaa... it has a basic help menu. Was that a test?
  6. <--- That's why. It depends if all of the files in a mod are complete or not. Make sense?
  7. @@AshuraDX, For features, most definitely. I would like it if you could edit patch meshes on a finer level. It would be nice to merge mesh or even separate them. You could do so much more with meshes if you could manipulate them more. Unless thats an engine limitation... Having an ASE / MD3 option when it comes to misc_models. UPDATE the old help menu with some more (forgotten) shortcuts that still exist. Sheer repetition over the years that I remembered them. As far as tutorials, I'm not sure. I'll think about that one.
  8. This is very true @@Langerd. If you look at the previous Endor screenshots, you can see that map is loaded with MD3s, yet the framerate is high and stable. The background is actually a sky_portal below the map loaded with trees. Then the foreground has even more trees. In my previous post, file size started at almost 6mb!! It's now down to 2.1mb. Most MD3s are below 200kb.
  9. Okay so heres Yodas home. Just a matter of asigning texture and export. It's a big file even though I cut the polycount.
  10. @@colonel-the-general sure, it's called an NPC
  11. I like both aspects so that multiple players can experience the same environment. Don't get me wrong, I prefer SP.
  12. So you mean like siege maps, co-op. It takes a HUGE amount of time to mod, trust me I know. I think we're dam lucky to have all these guys around to make these.
  13. That's what I thought @@AshuraDX. I know radiant likes all the vertices lined up to its grid. So I will stick to exporting as ASE files are so much smaller than MD3.
  14. Yea Blender has that too but what I really want is an IMPORT! So I can model meshes I already have from Radiant. Anyhow, I'll just make some from scratch I guess. The reason why ( other issue post?) is because for some reason ingame, this is the first time I see ASE models ingame that wont show alphashadow. It's showing the full face plane instead of just branches. So that's why I'm sticking with MD3 models for now.
  15. Dammit! I'm just learning Blender! I have 3Ds. But if you could do everything in ONE program....
  16. Okay... so.. just messin around in Blender. Soon as I get more practice I'll post a couple textured screens. I now have an ASE exporter so hopefully it will work.
  17. This is Endor. It's big and it's definitely FFA. Most of my levels are FFA size so let's stick with FFA.
  18. Not sure yet. Probably as big as my Endor level, which is on my PC but not released.
  19. Yes I also started Endor before Monsoontide, just never released anything. Some of my forest textures are very old. Forest, ground and foliage are very disorganized. It's messy and full of planes. I actually have mushrooms ported from quake and re-textured. Yes... I know it's ported but way back then ( 2003 ) all I knew was Radiant.
  20. Well... heres the start. Thought I would at least start a WIP. I started doing a patchwork of trees which worked out quite well. I also started Yodas home as well with patchwork which is a ton harder than doing it in Blender. So I'll do my best in Blender as I'm still learning it and then UV and bake as an ASE or MD3 for Yodas pad. The reason is simple, it will look much better than crazy, unmatched vertex patches from Radiant. I wish Radiant wasn't so limited, oh well. Screen of radiant today... stand by....
  21. map_menu isnt a default quake directory, thats why.
  22. Your Anakin is spot on. Isn't that the idea, when you look at a character and recognize it right away?
×
×
  • Create New...