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View Full Version : Gmax terran_ and q3map2 autoclip?


The5thHorsemen
21st September 2003, 00:56
Ok basically I started making a terrain in Gmax as a test to see what I can do with the q3map2 MD3 clipping feature..

I applied a texture to it . and then wrote a shader for it with a custom surface parm in it, that works with the mod I like to map for..

I scaled it down and then optimized it ,
and exported it to Q3 .
loaded it up in radiant.. made a binding box inserted the MD3 and scaled it to fit the room..

I then added the spawnflags 2 command and compiled the map with custom info parms on..

the map compiled fine , lower tris count then I have seen for such terrain and the surface parms stuck as well..

is there a reason not to make a whole terrain map like this ?

I mean before I really get going on this and wind up wasting my time if I run into a major problem I'm not seeing here.

I can pretty much fit the texture's perfectly into place without a problem and I havent tried a blend yet but it shouldn't be to hard to uv map it ..

anybody using this method?

http://spiderdemon007.home.comcast.net/Gmax_terr.jpg

Hewster
27th September 2003, 15:01
Yes I've used it, the only problems I have had are that occasionaly
you get a poly or two that don't autoclip, and you end up falling through
the terrain.

I believe the problem occures when you have several polys on the
same plane without any deviation in height... but I could be wrong.

Hewster

ogun
27th September 2003, 20:38
You couldn't hint a terrain like that. If your terrain map would consist of more than 1 open area, you might lose performance in the end using this method.

The5thHorsemen
30th September 2003, 19:55
yeah "im finding out this is really only good for parts of a map..

like maybe a patch of ground you want to make terrian like....

but not the entire terrian ...

seems like Easy-Gen still hold's the terrian crown in q3 engine....