PC Specs for QW Editing


(iwound) #1

I’v started to make some basic terrain in the sizes given in an earlier thread 32k x 32k.
And my pc is struggling. So I was wondering what the SD team are using Pc’s Spec wise to edit maps. I only have 2.0 ghz, 1 gig of ram and a Radeon 9800 pro ( no sniggering at the back).


(Shaderman) #2

Ask Wils for the specs of his laptop :smiley:

http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=139053#139042


(Nail) #3

I’d wait for the real tools


(Salteh) #4

dunno, it looks like a pretty fluffy laptop to me, not a wilsy-top :o


(kamikazee) #5

Ah… Those good ol’ topics of mass distraction…

And now I’m posting anyway: you’ll be missing my “spam” for 1½ week, so use your time wisely. :smiley:


(Hakuryu) #6

As a comparison, I’ve been making terrains in Maya from 8192 to 32768 square meshes on this PC :

P4 2.4 Ghz Prescott
1 GB PC 2700 slow non dual mem
ATI x700 256MB

There really isnt any slowdown I’ve noticed, but I have not subdivided any faces from the original amount started with yet (for greater detail). However, if I use a heightmap or ‘smooth’ terrain so it gets further subdivided, then it can get bogged down fast, but these techniques multiply the number of faces to a great extent probably not seen when manually subdividing faces to add detail in just the area needed.


(iwound) #7

Hi Hakuryu,
your system looks pretty similar to mine, but your using different software to me.
Im trying to create a terrain in TG, send over to easygen , and output a map file too convert into an ase. Editable in radiant.
I’v found out there is no way i can convert a full terrain as max_brushes will limit this,
but i can cut the terrain into sections for easier editing and then convert into ase.
But I have no idea wether i will be able to load several sections of terrain into the qw editor as it might require one for the texture.
At a guess I’d say several will be ok. At least the smaller sizes are managable in radiant.


(Nail) #8

wait for megagen


(iwound) #9

I’ll have no option but to wait for that as its used for creating the textures for the terrain.
But as stated by devs the terrain itself has to be created by tools other than those given out by sd with the game. Unfortunatly this has several problems including financial ones.
So I’m trying to work out cheaper options.


(Shallow) #10

Blender is free. Some useful stuff for it on Doom3World.org


(MoP) #11

Cheap/free modelling software could be used for making terrain meshes - you could get Blender (entirely free, open source and actually pretty powerful), or splash out $100 and get Silo.
However, I’m not sure Silo can import heightmaps as displacement for quickly setting up a rough terrain mesh. Blender should be able to, although I haven’t tried.

Edit - beaten by Shallow :frowning:


(iwound) #12

Bad feeling of Déjà Vu.
See link :- http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14823&highlight=formats

Although I’v not heard of Silo, cheers Mop, I’ll check it out tomorrow.
Theres bags of 3d / terrain programs around it’s a case of using one I’m comfatable with, is compatable … and free. I prefer simple over powerful.

Just found a nice little proggy called panorama that outputs as a Wavefront .obj and only 15 squid. http://www.gameart.dk/panorama/tobuy.html
Terrain Generator would let me export as .DXF which would still need conversion. http://nemesis.thewavelength.net/


(EB) #13

Save yourself time and learn Blender… it has loads of help out there.