Created 18 years ago2006-01-02 09:43:42 UTC by Kasperg
Well it makes no real difference, i have more practise with vertex manipulation and i find it a more desirable approach than clipping.Complete waste of time.
Draw a plan, a topview of your map. I think layout is one of the most important.Drawing a top view of your map is the best way to forget that the layout can be three-dimensional instead of flat. It works sometimes, but the gameplay potential is drastically reduced.
just start with a box and then add more and more thingsIt's already been a while since I decided to drop the style of mapping of joining boxes together with hallways. It's what the engine really asks us for, but everyone knows it's not that interesting and hardly realistic. I'm going with a procedure of layers in my latest WIP, meaning a series of different elements (a mesh of pillars, a series of platforms, some big sets of stairs etc) overlap each other and create interesting spatial relationships between them as well as creating a nice game of shadows and light.
just start with a box and then add more and more thingsi prefer to plan out, draw, and think about what i want to do before i map it. I mapped from boxes when i first started, and the maps were terrible, end result.... boring rectangular rooms, buildings turning out to be huge squares...need i go on?
Bigger minds think bigger and better!!!this is my first tip, the first of many. iIt is ok to do anything yes anything like using vertex manipulation. in vertex manipulation its fine to create invalid brushes in the editord not forget that you clip the invalid face. its also fine to hollow out and carve brushes as long as you ungroup all!!! the brushes that are automatically grouped because the compile programs might think that the grouped brushes is a single brush therefore treating it as an invalid brush.
But aaron, you still haven't achieved greatness, so WTF?Nuh, not yet my friend, its a work in progress.
Topic: LeaksOk. Thanks for the info.
i know you all have leaks in your map. and really want to know where to find it and to fix it. well this is my advice.
1. you can find it in-game. when you compile it an extra file will appear. it is mapname.pts. its a pointfile. so you need it to test it in game on SP.
bring out the console and type "pointfile" without the quotes then there will be a series of points somwhere around your map then it will lead to the leak!
2.you can prevent to make a leak by putting sky brushes around your map. sarcastic -
2.you can prevent to make a leak by putting sky brushes around your map.Of all the things in the list of things not to do in your map, this rivals deleting the .rmf for 1st place.