Tutorial Requests


(redfella) #1

As some of you may know, I am working on a catalog of tutorials for q3 engine\radiant. So far I have made a few, and I have some more planned for the near future… But as it has been brought to my attention, it would be nice to create some tutorials that touch on some issues that are not always touched on (instead of re-hashing all the same old material).

So I am taking requests. What tutorials have you always been searching for but have not found? What areas have you had questions about and have been unable to find answers for? I am basically trying to do anything that hasnt been done already… so if you got ideas, let me know.

Here is what I got so far and what I am planning to do in the near future:

-mappers glossary b[/b]
-basic room b[/b]
-connecting rooms b[/b]
-brush manip b[/b]
-non-axial rooms b[/b]
-rubble\destroyed walls b[/b]
-steps using patches b[/b]
-terrian (coming next)
-terrian manip in radiant
-texture manip
-‘common’ texture guide
-playerclip/botclip
-lighting
-skyboxes
-proper vis building
-q3map2 methods
-map design process from start to finish
-caulk-hulling

If you would like to see more on this list, give me some suggestions. :slight_smile:

Thx.

edit: updated.


(Ifurita) #2

Adding a bunker into a piece of terrain, like a hillside, to build off the CSG-subtract thread


(blushing_bride) #3

how about textures…stretching, skrinking (can you do this?). Also as many people have trouble with BSPing due to bugs how about a nice batch file tutorial.


(redfella) #4

Added to list.

Texture tut added to list.

The batch file tut will be part of the q3map2 methods tut.


(Machine for to kill) #5

1.)

I don’t know if you use 3dmax but I’ve been looking for a tutorial for skinning models made with 3dmax.

basically i want to tutorial to show how to properly texture my 3dmax model (I know this involves creating a special bitmap), create the .skin file and then fix it so it shows up properly in game.
EDIT:
I’m talking about md3 not ace

2.)
The lighting process. Primarily things like lightmaps, vertex lighting, some of those global parmeters used, and getting good shadows.

P.S.
You’re the first person I’ve seen to do this, and it’s great if you can manage to make all these tutorials. But I think that to be more efficient you should ask everyone that can make a tutorial for a specific posted subject to make it and give it to you. This way we can organize a nice site with lots and lots of tutorials.
Also Put some banners on your website so I can click on them and get you some money.


(redfella) #6
  1. Cant do

  2. Yea, eventually I will get around to a lighting tutorial. Though, I need to figure out the best way in which to do it… for lighting comes in multiple ways. I.e. creating and modifying in Radiant, tweaking with q3map2 and testing in-game, etc. I’m gonna have to think about this one.

  3. And in response to having other peeps make some tuts… uhhh, perhaps. I can do most of these (well all of the ones listed so far), so I will do those myself. If there is one I cant do, like the md3 tut u suggested I might ask for assistance. I’ll worry about that when I get there though. :slight_smile:

and btw, I dont need money… its fun helping out.

:chef:


(CptnTriscuit) #7

This may be what your looking for:
http://www.chilliweb.co.uk/chilliskinner/

Also, about stretching/shrinking textures…just remember the best damn keystroke in the whole wide Radiant: Shift + b
Scales a texture to fit any brush face or faces that are selected. :drink:


(Machine for to kill) #8

That’s exactly what I was looking for CptnTriscuit, thank you sooo much.

As much as I hate to do this since you were so nice to give me this link, there is still something missing. What’s missing is that crucial part now where you take your skin and get it to properly show up in radiant. I think though I can figure this out. I know misc_gamemodel has a skin attribute to specify your .skin file. And i know your .skin file contains the names of the corresponding textures and so forth…anyway…just rambling there. i can probably figure out the rest of it, though a tutorial would be nice.

Many thanks.


(CptnTriscuit) #9

I will go through the process myself later tonight when I get home, so I can say for sure how to do it. If no one beats me to it that is… :drink:


(Telmo) #10

how to use hint brushes to improve FPS :slight_smile:

very nice website design btw.


(redfella) #11

This will be covered in the “proper vis building” tutorial. Thanks for the suggestion though! :slight_smile:


(Machine for to kill) #12

If you want something more urgent this website should give you the basic idea.


(Erik-Ftn) #13

woa, ok here we go…

how to change the angles of smoke after spawn

how to change the angle and position of a shooter_rocket after spawn

how to build a shootable and resurrecteable entety with some effects in them when they blow up, eg func_explosive.

how to trigger the death function w func_explosives without dynamiting it

how to change the origin of a prefab model

how to add tags to a prefab model

how to tag a player to stuff (like the mg on the tank)

Can you tag to brushes, or enteties, or just origin brushes…

how to make smoke attatchtotrain with a distance, not with enlarged start_size

how to make your bezier spline path with controls as smooth as possible without sorry hacks even between info_spline_main enteties

how to get shooter_grenade to work

how to use keys with target_relay

how to make a decent script_mover door - it doesnt prompty have to close all the way before u can open it again and it doesn’t suddenly swing the wrong way (tough one)

whats the entity limit of an ET map?

does masses of enteties in an area affect that areas ingame performance?

how many enteties are “many” in that respect -> lessens performance

how to damage a func_explosive/ script mover/ etc with another entity like a target_explosion in terms of healthpoints?

how to get a shooter_rocket to damage other func_explosives / other enteties (?) and not only players

how to make green smoke?

how to make animations

the ultimate clipping guide

an exhaustive list of common textures and their functions

a func_debris tutorial (maybe you finished that already)

how to make a realistically destroyable building that will crumble as it gets shot/ naded etc.

making misc_portal_camera work in ET - [EDIT 2003-10-20 - FIXED, it works]

what determines the way a rotating door opens when triggered by triggers and func_invis_user, even after it’s been blocked

are doors and rotating doors toggleable or do I have to build a script_mover

what is the sequential schema of scripting btw routines, functions, enteties, gameplay, etc priorities/ interrupts/ returns from functions in other routines etc.

A commandmap marker guide.

How to add your own cursorhint pic.


cheers

Erik


(zbeta) #14

and pls make all tuts downloadable (for viewing offline) in pdf. format… or other formats


(Machine for to kill) #15

i think this thread should be some kind of sticky.

If someone sees a request for which they can write a tutorial (someone other than redfella) then write it and post it. I think what’s posted so far is a lot of work for one person. In the end the important thing is that people get help with what they need.


(redfella) #16

rubble\destroyed walls and steps by patches ADDED.

:blah:


(NOP) #17

I admit I shouldn’t ask for this without first doing a thorough search through this forum and through the net but here goes

I want to know this q3map2. I know it’s the compiler but what can a mapper accomplish by learning all the bits and tricks of it. Seems a lot of stuff has been added to it that was not in the original builds so a comprehensive tutorial on q3map2 please.

Again sorry for asking without searching first


(flashkillaman) #18

Great job!


(Ubiquitous) #19

Is it just me, or can anyone see these screenshots he talks about in the tutorials… I can’t see any of them, and I don’t get any red x’s either.


(Blackadder_NZ) #20

Yeah, I get it there and at chavo_one’s site, and I’m sitting there going WTF? Wheres the screenshots of Venice!? sobs