Realistic Bunkers


(Lockeownzj00) #1

I am trying to make a level with bunker-style walls that I have seen in many levels (battery, etc). When I try to make them myself it looks nothing like the real thing. The texture I can not find in the list, and the shape as well–it’s more of an oval shape, or a curved rectangle shape than just a rectangle. Also, around the slits, the wall goes slightly inwards. I was just wondering if there was a model I could base it off of, or if there’s some technique, because I have seen it in user-maps…

thanks in advance.


(Lockeownzj00) #2

Sorry for the double post, but I have another quick question:

how do i make objects solid? i’m running through all these chairs here ;/


(Jack) #3

Not sure exectly what you are trying to do, but if you select the brush, then go to the selection menu, then select drag vertices (or just hit V), you can manulipate the brush as desired. Just don’t deform too much.

Another option is to make a brush, then while it is still selected, go to the curves menu, select simple patch mesh, enter the number of “segments” you want, then drag the vertices by the above mentioned method.

For the chairs… chairs used to be a right click and drop in place issue. Are you making you own chairs?

To stop players thorough clipping through items, add a clip weapon from the common textures. Some models are easy, some require alot of work. But you have to overlay the entire object with the clipweapon. But chairs I thought were seperate entities with clip properties built in.


([FD-NL]imurderu) #4

Strange beacuse there are more textures for bunkers in this ET version of Radiant then in any other edittor before…

I found most of them in textures/battery_wall as shown here :

http://www.fdnl.nl/murder/Battery_wall.jpg

But there are many more to be found and some of these textures have another version for when the bunker wall is in the snow.

About that your bunker does not look authentic enough : make a screenshot so we can see what you mean.[/img]


(SCDS_reyalP) #5

Lockeownzj00:
I suggest you play around with the clipper tool (x), edge edit (e) and patch meshes (curves menu) a bit. Also look around the example map provided with the tools.

Jack,
Unless you really know what you are doing, it is easy to mess up your map using vertex edit on brushes. Vertex edit on patch meshes fairly safe.

I suggest using the clipper tool (x) when you have the option. Edge edit is also an option.

If you really want to use vertex edit, then here are some guidelines

  • keep a sequence of backups (for example, every day when you start mapping, make a numbered copy) This is ALWAYS a good idea, the tools have been known to mess up on occasion, and so have the users.
  • Vertex edit triangular (5 sided) brushes.
  • avoid vertex edits which create or destroy faces.
  • if the vertex appears to become detached from the brush, undo and start over.
  • use axis lock (the little x, y and z buttons on the tool bar)
  • once you are done vertex editing, use the ‘brush cleanup’ option in the tool bar. If it finds errors, inspect the brushes it selects. If they have weird cracks and stuff, delete and re-create them. Keep running brush cleanup until it findes no errors.

On a slightly related topic, it is a very good idea to keep all the vertices of your brushes exactly on the grid. This means:

  • don’t turn of snap to grid
  • use edge edit, the clipper tool and free/arbitrary rotation with care, ensuring that all the resulting verticies are on the grid.
  • don’t use grids of less than 1 unit.

It is OK to have free standing stuff which is not exactly aligned (for example, rotating a crate on the floor by 33 degrees), but if you want stuff to line up, make sure it actually lines up.

Oh, and while I’m warning people about stuff, avoid CSG subtract too. It creates ugly brushwork for many of the things you would want to do with it.

Before all the advanced mappers flame me, I know there are legitimate uses for all of these things, I’m just hoping to save some of the newcomers some pain. If you search around (on google, or the quake3world.com forums) you can probably find more detail on all these topics.


(Jack) #6

Yeah, I was thinking about that after I posted. Clipper and Drag Edges is safer. Great points!

I made a few errors before when I over warped and what was I think a max spline error? Basically too many points on one vertice.