12/29/2023 0 Comments Quake map maker![]() ( ( 32 0 0 0 0 ) world coordinates xyz, last 2 are mesh grid coordinates in relation to origin, which appears to be left bottom corner, ( 3 3 0 0 0 ) 3x3 mesh, last 3 digits are mesh grid coordinates, not world related The equivalent of a blender plane subdivided 1 time, ie 9 verts/4 faces, Here is an example of a simple mesh patch(in. Those folks who disagree, there is QuArK and GTKRadiantĪlso I think if folks can use Blender for level design also, it will become more popular! The point is that pipeline will be short and alot of artists will love making levels in Blender. We can’t do that neither in QuArK nor in GTKr.Īlso since level would be completely in Blender, it will be much quicker and easier to do machinima and in-game cinematics.Īnother advantage - you can render level and see approximately how it will look like in game (or OpenGL preview with lights and textures).ĮDIT #2: Also you can sketch level on paper, backdrop it in Blender and model. There are folks who against using Blender as level editor as well I just have had discussion in #darkplaces on IRC and soem folks for using Blender as complete toolset for creating game content, some against it because they use 3DS MAX, GTKRadiant and other stuff instead of Blender.ĮDIT: In Blender we can use array to create alot of architectural detailes out of boxes in short period of time. This way all you have to do is to compile. I hope we will endup with Cambo (if he still will be interested ) with exporter that export boxes as brushes, meshes as. Plus compiler (q3map or q3map2) is optimized for brushes.Īlso pipeline is huge (export, optimization, compilation, etc.). map file out of Blender!Īgain, thanks alot and we all appreciate your time!īuilding level out of brushes will help with r_speed. Sorry Cambo, I haven’t come up with UI, neither with functionality (“flagging” brushes, exporting lights and entities, etc.). map file that I re-created in GTKRadiant (can be opened in GTKRadiant and QuArK):ītw, GTKRadiant is Open Source Application so I think there is alot of stuff can be found in it’s source. ![]() map file with Blender exporter (I took it from the link I posted above) and correct. ![]() blend file in 1:20 scale (model of Quake player is in 1:20 scale), exported.
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