Okay, im just fiddling around with GtkR To make Q3A Levels, its pretty laborious, but i do get some sweet results.
In 3DSM its a hell of a lot easier to model structures and so on, but then when i try and import it back into GtkR it does know about collisions and stuff. Im currently having to model all the stuff in max, then when its in GtkR i add the invisible player clip blacks to all the major surfaces. That way i get functioning collisions, with nice detail.
So my question is: What settings/plugins/stuff should i use to make GtkR Know what is what;
OR;
whats better than GtkR for making Quake 3 maps (like -best case scenario- doing everything in max)
Replies
First off if you CAN be arsed, you can 'caulk' everything around the model (basically make the model again in simple shapes around it). Caulk is in common/caulk. Its invisible ingame, and doesn't cause a performance hit.
Clipping
There are three ways to clip ase/models.
1. Add the key spawnflags value 2 to the entity. (ON THE 'N' SCREEN)
On detailed models this may have an impact on fps, as the collision data can be quite complex.
2. Add q3map_clipModel to your shader.
On detailed models this may have an impact on fps, as the collision data can be quite complex.
3. Manually clip with brushes.
Some links you may find useful:
http://www.planetwolfenstein.com/detoeni/ase.htm
http://www.forums.urbanterror.net/forums...bee41d7e9e76c1b
Don't forget to get Q3Map2 updated too.
http://www.splashdamage.com/index.php?na...a1ec021e9e0b2bc for that
"WARNING: Activate shader failed for C:\Documents and Settings\John\Desktop\Modded Quake 3\Quake 3\baseq3\models\grenadel.jpg"
Whats the process for keeping the textures/map coords etc out of max and into GtkR (via ASE export)?