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... :<
IRC/2 newbie questions
Re: IRC/2 newbie questions
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.*
Shortcut to make structual brushes detail brushes is ctrl+M. *Removed because I'm a retard.*
Not really I think?! Though, you can chose test compile modes which need less time.- 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... :<
Last edited by cityy on Tue Feb 23, 2010 6:25 pm, edited 1 time in total.
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Re: IRC/2 newbie questions
Why do I need to make something invisible that can't be seen anyway?
Re: IRC/2 newbie questions
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.
#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]
Re: IRC/2 newbie questions
Thank your for that input. I seem to be awesome in keeping basic things in my head...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

www.ferdinandlist.de/leveldesign
Re: IRC/2 newbie questions
I hang in quakenet.org at #dfmap, #maverickservers, and enterthegame.com at #q3map, and #urbanmappers
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- Joined: Sat Mar 12, 2005 10:49 pm
Re: IRC/2 newbie questions
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
(never used regions personally)
I hang out in
irc.afternet.org
#gamedev
irc.freenode.net
#unity3d
#smc
Re: IRC/2 newbie questions
Just thought I'd point out that neither of those channels have anything to do with quake 3 mapping, or quake 3 at all.Silicone_Milk wrote: I hang out in
irc.afternet.org
#gamedev
irc.freenode.net
#unity3d
#smc
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.
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: IRC/2 newbie questions
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.
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.
Re: IRC/2 newbie questions
I saw StormSh4dow, phantazm11 and myself in #maverickservers (quakenet).
Just in case you still want to know where you can find some mappers.

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