IRC/2 newbie questions

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

IRC/2 newbie questions

Post by Chretien »

So where on IRC do you guys hang out? Any special channel devoted to mapping?

I have two questions aswell:

- What's this fuss about making brushes details? And what's the shortcut for that?

- Is there a smart way to compile just parts of a map to try out changes? My map is beginning to take some time to compile... :<
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: IRC/2 newbie questions

Post by cityy »

The irc channel is #quake3world on quakenet - but not much mapping discussion there. I don't know about any tech3 mapping oriented IRC channel.

Shortcut to make structual brushes detail brushes is ctrl+M. *Removed because I'm a retard.*
- Is there a smart way to compile just parts of a map to try out changes? My map is beginning to take some time to compile... :<
Not really I think?! Though, you can chose test compile modes which need less time.
Last edited by cityy on Tue Feb 23, 2010 6:25 pm, edited 1 time in total.
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Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: IRC/2 newbie questions

Post by Chretien »

Why do I need to make something invisible that can't be seen anyway?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: IRC/2 newbie questions

Post by obsidian »

IRC:
#quake3world is not a mapping channel, it's for the members of the whole site. Discussions are usually about playing video games and flaming each other. There may be a few mapping discussions, but if you ask a question, don't expect a quicker response than a post on the forum, I'm pretty much the only person who might answer a question on that channel.

I also hang out on #qeradiant on telefragged.com. Mostly idles there and discussion is really more developer focused than for newbies. Might be a good place to ask about things that might be Radiant bugs or if you are interested in doing some beta testing. It might take days before you get a response. :)

Detail:
Cityy is completely off as far as detail brushes goes. Detail brushes look exactly like normal brushes and there is no physical difference in-game. But properly using detail brushes can significantly improve compile times and in-game performance by helping to optimize the bsp portals. Basically, detail brushes are ignored by the -vis process and do not generate additional portal splits. You're saying it takes a long time to compile your maps? This is probably why. Read:
viewtopic.php?t=3620

Regions
GtkRadiant has a function called regions (view menu) that allows you to set boundaries to a section of your map that you want to isolate for compile. It's been a really long time since I've tested this feature, so I'm not sure if it's entirely functional. Might be handy, though I think you should investigate other forms of optimizations (like detail) before you try this. Solve the actual problems before resorting to hacks is the general idea.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: IRC/2 newbie questions

Post by cityy »

obsidian wrote: Detail:
Cityy is completely off as far as detail brushes goes. Detail brushes look exactly like normal brushes and there is no physical difference in-game. But properly using detail brushes can significantly improve compile times and in-game performance by helping to optimize the bsp portals. Basically, detail brushes are ignored by the -vis process and do not generate additional portal splits. You're saying it takes a long time to compile your maps? This is probably why. Read:
viewtopic.php?t=3620
Thank your for that input. I seem to be awesome in keeping basic things in my head... :toothy: Also learned something new.
www.ferdinandlist.de/leveldesign
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: IRC/2 newbie questions

Post by deqer »

I hang in quakenet.org at #dfmap, #maverickservers, and enterthegame.com at #q3map, and #urbanmappers
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: IRC/2 newbie questions

Post by Silicone_Milk »

If you want to compile a piece of your map, just build a giant brush over the pieces you don't want to test. The compiler will ignore all the brushwork that's fully embedded within the bigger brush.

(never used regions personally)

I hang out in
irc.afternet.org
#gamedev
irc.freenode.net
#unity3d
#smc
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: IRC/2 newbie questions

Post by deqer »

Silicone_Milk wrote: I hang out in
irc.afternet.org
#gamedev
irc.freenode.net
#unity3d
#smc
Just thought I'd point out that neither of those channels have anything to do with quake 3 mapping, or quake 3 at all.

If people are reading this thread, they are probably reading it because they are looking for IRC discussion about Quake 3 Level Design. I don't think they are interested in the off-topic channels that YOU hang out in.

The channels I listed that I hang out in all have mappers in those channels. Not so much #maverickservers, only a couple mappers left idling there from the noghost competition.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: IRC/2 newbie questions

Post by Silicone_Milk »

whoa whoa whoa... didn't know you were the forum police.

I don't see any problems with listing game development channels since q3 mapping lies within the domain of "game development"

Besides, it's interesting to see what other q3 mappers visit. Who knows, maybe you (or other people reading this thread) will find some new inspiration from what fellow mappers go to.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: IRC/2 newbie questions

Post by cityy »

I saw StormSh4dow, phantazm11 and myself in #maverickservers (quakenet). :ninja: Just in case you still want to know where you can find some mappers.
www.ferdinandlist.de/leveldesign
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