Hi there!
I want to start mapping again, this time for QW. Since the game isn’t out yet, I’ve got some questions, that some of you (SD maybe?) might could answer please…
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Is it possible, like with any other Q3/D3 Engine game, to start basic mapping (in D3 radiant) and importing those (caulked!) prefabs into the QW Radiant?
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I guess it’s also possible to create textures with alpha channels, testing them in D3 and then using them in QW?
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[most important question] What is the players model height in worldunits? 96 like RtCW/CoD? 128 like MoH? Something… else?
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What about meshes and curves? Can they be importet?
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Is QW very “model based” or do you rely on brushes? I mean, Doom3 got very much models to create structures with (doors and such)… ah, very hard to explain, hope you get my point…
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What about the scripting language? Is it harder to use than the one from W:ET? More complex? Easier?
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How do you make those landscapes? Are you “drawing” them from meshes? Generate them? And what about this Megatexture-thing? I’ve read somewhere, it is generated, once you’ve finished mapping the level (maybe in the compile process?)… A bit of info on that would be nice…
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When will he :tapir: conquer the world? No seriously!