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Design Process - Custom Map Makers
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Design Process

General mapping discussions
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DagF
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Design Process

Postby DagF » Tue Jun 04, 2013 4:47 pm

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FrankieV
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Re: Design Process

Postby FrankieV » Wed Jun 05, 2013 8:00 pm

A bit of home work to save some time not having to reinvent the wheel.

http://en.wikipedia.org/wiki/Top-down_a ... -up_design

Making a map for Urban Terror is definitely bottom-up design.

Neither is good or bad but but knowing when to switch your brain from one design path way to another has positive benefits as to choices and decision making.

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DagF
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Re: Design Process

Postby DagF » Wed Jun 05, 2013 9:04 pm

:)

I started out with one of the spawns and have built from there.
It's mirrored but that might change. It's already slightly disorted.

I have just imported it to 3ds max from radiant.

The layout it based on a simple 3 path layout with paths between them again.
The paths are a bit narrow but will allow 2 players to pass eachother at the tightest.

EDIT:
I'm cleaning up the objects and will upload the layout when cleaned up :)
Attachments
2013-06-05 23_02_48-Untitled - Autodesk 3ds Max  2013 x64  - Student Version.png
2013-06-05 23_02_18-Untitled - Autodesk 3ds Max  2013 x64  - Student Version.png
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DagF
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Re: Design Process

Postby DagF » Wed Jun 05, 2013 10:43 pm

First verson of the layout.

If there is anything i need to change tell me.

Link to the layout: http://dagfro.de/q3ut4/comps/layouts/layout%201.max
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2013-06-06 00_38_47-layout 1.max - Autodesk 3ds Max  2013 x64  - Student Version.png
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FrankieV
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Re: Design Process

Postby FrankieV » Wed Jun 05, 2013 10:59 pm

Perfect

FrankieV
Posts: 53
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Re: Design Process

Postby FrankieV » Wed Jun 05, 2013 11:46 pm

Layout was made with student copy and might not load back in on your end.

Might want to try downloading Grand Hall CC.

http://www.urbanterror.info/forums/topi ... e-commons/

It's a creative commons version of our Grand Hall test map.

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Rayne
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Re: Design Process

Postby Rayne » Thu Jun 06, 2013 1:47 am

I strongly suggest you don't use the geometry made in radiant and converted to .obj as anything else except reference for position and scale.
The cleanup is a nightmare and the amount of work needed to connect all the edges rarely makes it worth it.

Also when i would build something i used a "beacon" object. Usually it's terrain or a road. It can be very difficult to align to objects in radiant, grid snapping and a lack of snap to object feature make it very challenging even when you hide all the unwanted bits and pieces.
So lets say you got a map like Ryiadh, big terrain with some buildings, there are cuts in the terrain where buildings are placed. In max that building is easy to position cause you can snap to vertices and edges and what not.
In radiant it's hard to see what you're doing cause of too many lines. So in max you'd position the building, export terrain to radiant. Then from max export the terrain+building. So when you import it in radiant it's easy to realign it cause you can just use the corner of the terrain.
Then go back to max, delete terrain and export just the building, now when you refresh the models in radiant the building is perfectly aligned with the terrain.

It's a bit of work but the alignment is perfect and you avoid tiny gaps between objects.

Also when exporting a more complex object like a buidling, you can't vertex lit of lighmap it all in the same time. Water drains, door knobs, flower pots, and similar curvy details with smaller polygons lightmap horribly, so split the object into 2 parts.
building_V (bits you want to vertex lit) and building_L (bits you want lightmapped) and then export them as 2 models.
You might need 2 or more building_L models, depending if some parts require lower _lightmapscale to make the shadows look better.
Basically it's walls=lightmapscale 1-.5, smaller objects like a chimney with a rounded edge=lightmapscale .25

FrankieV
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Re: Design Process

Postby FrankieV » Thu Jun 06, 2013 3:20 am

Well Rayne if you can supply a Max file to work on that would be even better. Better still how about make it a team based project and “we” build a KnockOut map as the objective?

By the way if you set your world space pivot for all objects in 3ds Max to 0 0 0 than all objects you export from Max will align 100% in Radiant. For that matter my way of doing it is to use notepad and added the .ase model with a spawnflags 6 and once I'm happy I'll then do the simplified collision.

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johnnyenglish
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Re: Design Process

Postby johnnyenglish » Thu Jun 06, 2013 4:15 am


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DagF
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Re: Design Process

Postby DagF » Thu Jun 06, 2013 8:53 am

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