[QW] Could a mapper have some infos please?


(mortis) #41

I hope my ISP is listening to Wils, I could use 8Mbps down for ET:QW. I have 1.5Mbps now, but that just doesn’t cut it anymore…


(carnage) #42

@kat. i gess i asumed that someone with your experienced background in good custom maps for quake three engine games that you would of heard of FATE. especialy since its anouncments was in this forum

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13332&postdays=0&postorder=asc&start=0

i never asumed that SD would rease a app just for terrain modifaction made especialy just for the comunity. after as mention in the level W-ET LDR nobody pays for this mod suport and documentation so there are limits of what to expect. but its great that even before the game realse SD is already giving great suport to the mod comunity

@wills. in interviews there are been mentioned that the mega texture has features to make it look less streached when on the side of steep hill faces. so does this mean the mega texture is applied in a xy manner. and how difficult is it do texture steeper cliff faces


(Lanz) #43

I’ve always assumed that the texture was controlled by the UVW Map. And that is what controls the stretching regardles of the underlying technique. Maybe I’m wrong though.


(kat) #44

Nope don’t remember that. Regardless of my experience I can’t be in several places at once all the time to watch everything that happens in various communities and forums, I’m just not that leet!

That app looks interesting.


(BrokenHeart) #45

Yeah, so I’m digging up this old thread (hey, it’s mine after all! :smiley: )

So, after a long time I sat down and started making prefabs again. For my (possible) QW map. A question came to my mind…

Those Icarus’ (uhh, Supressors in QW I think)… can they fly? Like with a jet pack? And speaking of jetpacks: On a custom map, can you choose NOT to put them in (the jetpacks), thus keeping the infantry on the ground? Because…

If you can “jump” with an Icarus over those edges of a map (like crates that are blocking a street and such, you know what I’m talking about) then you have to map a little different. And that’s what I need to know, while I’m still in the planning phase.


(carnage) #46

the icarus apears to be a sort of drivable so i doubt that you would be forced to actuly place them in your map


(BrokenHeart) #47

So you mean that this guy here in the air http://doom3.hardwired.hu/hirkepek/etqwe32006/etqw_icarus.jpg is not a standard class an needs to pick up the thrusters? Sorry for the (dumb) question, I’ve yet to see a good class overview…


(Nail) #48

it’s classed as a vehicle afaik


(BrokenHeart) #49

Ok then, thx for the replies. I’ll just keep on planning the map like I did before. :smiley: Let’s hope Let’s hope it’s not in vain…


(Tron-) #50

Yeah. The material format has changed slightly, but that’s trivial to adjust.[/quote]

Sorta on that note, for Doom 3, when creating textures, having shading in the diffuse map is generally frowned upon as it can mess up the lighting effects. With the move towards using more ambient lights around maps in ET:QW however it would seem like having more shading in textures and relying less on the normal maps would be required. Is that correct?


(jRAD) #51

ET:QW’s ambient lights work with normal maps, so you’ll still want to avoid any directional shading in your diffuse maps.


(Tron-) #52

Cool, that’s a nice development. :smiley: