Pages: 1 [2]
  Print  
Author Topic: Modular Mesh Approach To OA Mapping  (Read 17921 times)
Joshua
Half-Nub


Cakes 5
Posts: 91


Loves OpenArena!


WWW
« Reply #25 on: August 27, 2011, 02:10:34 pm »

Quote from: Nubstrike
I'm kind of new with radiant, which format do you use for these meshes?

The meshes are .ASE format.
Logged

Joshua
Half-Nub


Cakes 5
Posts: 91


Loves OpenArena!


WWW
« Reply #26 on: August 28, 2011, 10:04:42 pm »

Just a very small update(so you don't think I've forgotten):



Playing around with making alpha mapped fences. They are just a shader + simple patch mesh. I haven't had much time lately to work on the map.  Undecided
Logged

Joshua
Half-Nub


Cakes 5
Posts: 91


Loves OpenArena!


WWW
« Reply #27 on: September 01, 2011, 10:59:25 pm »

Played around with multi-material meshes to see if I could package clip/hint hulls with the .ASE models. So far the results aren't quite what I was expecting. I have the multi-material part working just fine, but the player clips don't seem to function correctly(they don't draw, but they don't clip).  Undecided
Logged

Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3658


Trickster God.


« Reply #28 on: November 19, 2011, 09:20:51 pm »

It would be a great idea to create a real map with this method.
I was playing dm6ish and oa_dm6 today, and thought that a remake with this method would be a great idea.
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
Joshua
Half-Nub


Cakes 5
Posts: 91


Loves OpenArena!


WWW
« Reply #29 on: November 23, 2011, 08:12:39 pm »

Thanks for the encouraging words. I'll give remaking a map some thought...
Logged

Garux
Ok i've posted twice!


Cakes 0
Posts: 2


« Reply #30 on: February 10, 2015, 10:04:00 am »

What are advantages of this method, considering, you can build in brush primitives mode (can rotate brushes w/o losing textures alignment)?
Logged
fromhell
Administrator
GET A LIFE!
**********

Cakes 31
Posts: 14480



WWW
« Reply #31 on: February 12, 2015, 09:34:03 am »

Not being restricted to convex geometry is a nice plus.

I tried to make a meshy map once. oa_taku, which had a bunch of models around a rather concave furniture structures.  I still had to use brushes for mesh collision though.  I meshed a bunch of things such as screens, plushes, body pillows, curtains...
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3658


Trickster God.


« Reply #32 on: February 12, 2015, 10:32:21 am »

We had this covered in the Mapping Manual

http://openarena.wikia.com/wiki/Mapping_manual/Mapmodels

http://openarena.wikia.com/wiki/Mapping_manual/Appendix_C:_Modelling_a_map
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
Garux
Ok i've posted twice!


Cakes 0
Posts: 2


« Reply #33 on: February 13, 2015, 02:55:43 am »

Agreed on model's advantages.
May be this map wasn't a good example, since building the same from brushes seems to be more optimal.
Logged
Pages: 1 [2]
  Print  
 
Jump to: