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?
