Roads


(eldee) #1

how did SD get the roads to look so damn nice in enemy territory?
in radar, the roads curve really nice and the pavement has a clear definition… when i try to paint the roads onto my terrain in easygen, it looks like utter blended crap. :blah:
what’s the preferred method of making nice roads?

-eldee


(chavo_one) #2

First of all, the roads aren’t part of the terrain.
Secondly, all your wildest answers are one (de)compile away! :smiley:


(weasel) #3

I’m sure they used patch meshes though.


(Ubiquitous) #4

Two questions…

  1. Isn’t decompiling their work rather illegal?

  2. What did you use to decompile? :cool:

I tried using DeBSP to check out a RTCW map, but it looked like total garbage when brought into the ET version of radiant… I can understand that.

From that screen you posted, did they develop the terrain, then chip away at it to make the road, or did they simply overlap the brushes and put the road into the terrain itself. This is a design issue that is driving me mad. In my map, I have a few smooth areas, and a lot of rough terrain… Making structures in the terrain is proving to be quite annoying, and I was wondering how some of you did it when you make your own maps…


(system) #5

I export my finished terrain as an .ase file and build the road or other stuff in max. So they fit 100%.
Then i export the objects as an .ase file into gtk.

Do a search here. I think this question was here some times ago. :slight_smile:


(JIM_BOB7813) #6

q3map 2.5.6 decompiles .bsp :banana:


(sock) #7

Wow, very resourceful! :smiley:

The roads are different depending on each map.

In Fueldump the road is a decal placed onto the terrain. The decal is made from patches and carefully lined up with the terrain triangles. The second road going up to the tank bay was the hardest to create because of all the various angles from the terrain. The inside of the tunnel is mostly brushwork nicely twisted into place with very few overlaps. (The middle section of the tunnel is patches so you get nice sweeping corners.)

In radar the road leading from the bridge to the main door is all patches (usually the 9x3 variety) with the bump side sections tacked on. These sections are sort of lined up with the terrain triangles with a few gaps here and there. The inner courtyard of the axis base is a combination of brushwork and patches for the edges of the roads. Took a fair amount of time due to the complex nature of the road moving down to the main building and then carry on to the garage area.

A good example of the patch road system is in the map for RTCW called mp_base. (Which was accidently given away in the main pk3 file for RTCW) It shows the road made from 3 sections of patches nicely stitched together.

Sock
:moo: