PDA

View Full Version : Brushes and megatexture


kat
05-10-2007, 05:58 PM
Well as we haven't yet got an editing section I thought I'd add this in here. I've just created a tutorial that runs thru how mappers can create a brush based terrain and use that as the underlying mesh for a megatexture terrain (http://www.katsbits.com/htm/tutorials/brushwork_terrain_megatexture.htm).

Before you get over excited this tutorial cover the first step of creating a mesh using brushes and does not disect, decompile or in any other way muck about with MegaGen or mega texture from some illegally optained copy of QW, it deals solely with the creation of the terrain mesh model.

It's not as difficult as many have thought so those long nights of worry are over.

jammie_d
05-10-2007, 06:07 PM
Oh wow, this is somthing I've been wondering about for quite some time, expecially after seeing the ETQW modification video.
Gonna have to check this out - thanks Kat.

jammie_d
05-10-2007, 07:13 PM
I've just realised - I used to use your website a lot when I started making very basic modifications for maps in Quake 4.

Anybody who wants to lean mapping, this is a GREAT way to start!

jRAD
05-10-2007, 10:04 PM
Something to look forward to in editWorld: you can select your brushes (or patches, or models), enable model optimization (Selection->Export->Optimize Models), then export to OBJ or ASE (Selection->Export->To ASE/To OBJ.) That will run the selection through a BSP process and triangle optimization, just like the level compiler uses, before outputting the model.

JiggaJigga
05-10-2007, 10:05 PM
Thank you. I can't wait to play some custom maps.

CarbonFire
05-10-2007, 10:53 PM
Thank you. I can't wait to play some custom maps.
I can't wait to start MAKING them :D

Sounds great jRAD!

Skillatchi
05-10-2007, 11:54 PM
Mod forum please.

kat
05-11-2007, 12:08 AM
Something to look forward to in editWorld: you can select your brushes (or patches, or models), enable model optimization (Selection->Export->Optimize Models), then export to OBJ or ASE (Selection->Export->To ASE/To OBJ.) That will run the selection through a BSP process and triangle optimization, just like the level compiler uses, before outputting the model.Excellent! I'm assuming this exports the UVW maps based on how they're applied to brushes rather than how they'd be applied to models? (contiguous [3D model] as opposed to semi-contiguous [brushes])

In other words exported models still need to be 'cleaned' up?

daedalis
05-11-2007, 01:31 AM
Very cool, thanks for the link. Can't wait to get my hands dirty.

jRAD
05-11-2007, 07:58 AM
...
In other words exported models still need to be 'cleaned' up?

That's correct, yes.

Mod forum please.

All in due time!

mortis
05-11-2007, 04:27 PM
Tutorials...I need more tutorials... :)

kat
05-11-2007, 05:13 PM
Tutorials...I need more tutorials... :)You won't get anything specific to QW just yet so read thru some of the stuff to do with D3 and Q4 editing; the basics are more than likely the same between those and QW.

Lanz
05-11-2007, 05:32 PM
Nice tutorial kat.

Though it's not that complicated to do a terrain in a 3D app like blender so investing some time learning some basic techniques could be well worth it and in the end a great timesaver.

(FOD)Radiskull
05-11-2007, 05:55 PM
Well, thanx for the info, guess this is the something to do while the game comes out

kat
05-11-2007, 06:02 PM
Nice tutorial kat.

Though it's not that complicated to do a terrain in a 3D app like blenderNot if you've done it before, no. Those that have tried this/know about it are few and far between so investing some time learning some basic techniques could be well worth it and in the end a great timesaver.Definately, it's not so much a timesaver as allowing more creative output regarding terrain.

Lanz
05-11-2007, 10:53 PM
Not if you've done it before, no. Those that have tried this/know about it are few and far between Definately, it's not so much a timesaver as allowing more creative output regarding terrain.
Sorry I wasn't really that clear, what I really meant is that if someone invest some time, and really not that much, most people will find that it's really not that complicated to be able to make a terrain in a 3D app. Regarding timesaver, I agree fully with you that it allows a more creative output but it's also quite straight forward, and IMO a lot easier than modifying vertecies in radiant or using Easygen, it's a good app but not really that intutive.

Using brushes is nice alternative, but learning the first step in a 3D app will be usefull in so many situations it's well worth the effort. The learning curve is not that high to be able to do some basic stuff and opens up a lot of options.

I'm not really explaining this to you kat, since I know that you're good at this but I just wanted to bring this point out. :)

Some days my English is just not good enough to explain exactly what I mean, and this is one of those days.. *sigh*

kat
05-11-2007, 11:21 PM
...Using brushes is nice alternative, but learning the first step in a 3D app will be usefull in so many situations it's well worth the effort. The learning curve is not that high to be able to do some basic stuff and opens up a lot of options....Yes exactly. Using brushes has the advantage of getting mappers used to the idea of using 3D, they can import premade assets that just need tweaking so they don't have to worry about learning a new app to any great extent - although it *is*worth doing (as you mention) becasue modelling is the future.