[QUOTE=aowblacky;486539]wich mapeditor is used for etqw? and is it quite similar to work as gtk radiant? is there a link to the textures, models, etc you are using?
if yes - i’m motivated to make maps :)[/QUOTE]
ETQW has a dedicated SDK which includes a map editor and other Tools for content creation.
It’s not standalone IIRC it’ll only work if you have a copy of ETQW installed on the computer.
The links to download it are here on SplashDamage’s website.
It is similar to GtkRadiant, and features an awesome camera that displays content exactly as it will look ingame.
You don’t need to compile your maps to see how they will look like in-game.
For the content, I decided to start models from scratch, because all my interesting work has been lost, only the crap ugly models have been saved.
The game already features many nice textures that you can use. It is easy to add new textures, it works with shaders exactly like with Enemy Territory.
If you want to make some maps, you need an ETQW copy, and to ask Chris about what you can do.
If you don’t have ETQW, you can still use GtkRadiant to make maps, they can be imported into ETQW World Editor.
You can also directly import .obj models that many 3D creation software support.
If you want to know more about ETQW modding, there is a great documentation on this website.
Official ETQW page
Check the “Related Links” section at the bottom of the page.
It’s nice to see some people would like to help, thank you very much
@thunder_13th:
Please connect on Steam to talk? Or join IRC channel #biatch on Quakenet?
You need to make High-Polygon versions of models, then create a ressembling Low-Polygon version on which you can print the High-Polygon model details, inside what’s called a Normal Map. It is different to BumpMaps. You’ve still got a lot to learn
Example here of what I mean:
Lowpoly not finished yet, but you can see it has way less polygons. But in the end it will look rich in details, trust me.