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Level Design Links Rate Topic: ***** 2 Votes

#1 User is offline   Shminkyboy Icon

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Posted 08 April 2004 - 01:37 PM

Level Design Links


Urban Terror Specific Tools & Info




Texture Tools



Sky Boxes

Inspirational Stuff

Still can't find what your looking for?
Ask a question in: [b]Level Design Support and Questions
Or Join us at #urbanmappers in irc.enterthegame.com

This post has been edited by NulL: 18 June 2011 - 09:54 AM

#2 User is offline   NulL Icon

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Posted 25 April 2005 - 11:13 AM


#3 User is offline   Browser [ICE] (old) Icon

  • Joined: 11-February 04
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  • LocationMontreal

Posted 08 September 2006 - 01:37 AM

Please disregard the notifcation of GMAX being cancelled at the Autodesk link. It is not true since February-2006. I have been personnaly discussing with Autodesk about this. They are just waiting to get all the proper developing knowledge for Windows Vista so they can analyse what this means for GMAX and, maybe, release a GMAX 2.0 in the same process.  But since by now everyone heard, Vista is postponed until 2007.

GMAX can still be obtained via the oficial GMAX support forum at the GMAX download section.  Do not forget to download the new version of the MD3 export plugin done by Chris Cookson. That plugin is independant of the Tempest gamepack.

links :

GMAX official support forum : http://www.turbosqui...Forum/Index.cfm
GMAX turbosquid download : http://www.turbosquid.com/gmax (don't forget to download help and tutorial files too)
MD3 updated export plugin : http://pages.videotron.com/browser/

P.S. : to moderators, feel free to delete my post and transfer the links to the above list.

#4 User is offline   fraterm (old) Icon

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Posted 08 May 2007 - 05:15 PM

The GTK Radiant Manual page link is broken above, (from 2004 so that's to be expected) the manual is hard to find in the new Moin Moin wiki they have set up.

#5 User is offline   sleepingguy (old) Icon

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Posted 31 May 2007 - 03:05 AM

It seems that ut4_mapmaker_v02.exe not refered here and more difficult to find since map-depot gone. Someone post me a personnal message to ask me for it, so i think it is time to share.

EDIT: 2007-09-07: the previous url i gave are down now. But i was looking to profil information of someone in our community who has a good web site http/ftp server described as "1000Mbits SNT FTP Server" ... guess who i am talking about ?

/ me hope it will help others.  ... oh yes ,.. ty to wily duck for that package !


#6 User is offline   Csan (old) Icon

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Posted 31 October 2007 - 09:55 AM

Q3 Shader Manual:


(from AKKODIAK: http://forums.urbant....html#msg117963 )

#7 User is offline   AKKODIAK (old) Icon

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Posted 31 October 2007 - 04:47 PM

QWorkshop3 - Tutorials


#8 User is offline   Reya (old) Icon

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Posted 06 November 2007 - 08:28 AM

Mapping tutorials:

Free Textures: (do read the license)

Free .md3 models:

Edit:added another mapping tutorial

#9 User is offline   {C9}Wolverine (old) Icon

  • Joined: 16-November 07
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Posted 18 November 2007 - 07:09 PM


Explains compile errors.

#10 User is offline   sleepingguy (old) Icon

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Posted 21 November 2007 - 02:11 AM


I found a explanation about hint brushes and VIS blocker I want to share with you because it is one of the best i have found. I give the url but also paste the text because it was post in 2000 and may be deleted.


UnRegistered posted 06-20-2000 03:26 PM          Hint brushes are difficult to explain without giving some examples. The problem with examples is that they don't always make the basic rules clear enough =). I'll try to explain though.

To understand the use of hints you need to know what you're aiming to do with them .
The aim is: to make existing vis-blockers work to their full effect. "vis-blocker" (visibility blocker) is a name given to a wall that blocks sight of one part of the level from the part the player is standing in.
Areas totally blocked from sight by walls will be recorded as NOT visible, by VIS (q3map -vis compile stage). Put simply, if a room is totally hidden from the player's view, it won't be drawn.
There is a problem with this system. If any part of the area the player is standing in can see any part of a room, that whole room will be drawn. This means, you could stand halfway down a corridor and only see a corner of the room at the end, but the whole room will still be drawn.
Hint brushes are the solution to this problem. They allow you to split up the rooms. A simple hint brush completely covering half of a room will split the room into two parts. Only the visible parts of the room will be drawn. If only one part is visible, only that part will be drawn.

The above is a simplified analogy of the technology, but it's pretty accurate for very simple maps (box rooms, corridors, no other brushes). If you start putting other brushes sticking out into corridors or rooms, they'll split the corridors and rooms up, exactly the same way as hint brushes.
All brushes split areas up by default, because all brushes block visibility by default. If you don't need a brush to block visibility, you should make it a "detail brush" (ctrl+M for Make Detail). Detail brushes do not split areas up.

A common misconception is that hints work by cutting up the walls, and that you can see where a hint is placed by the way the wall is split. This was almost true in Q2: because walls couldn't be shared between two areas, they were split along the boundary between those two areas. Walls can be shared between areas in Q3 however, so they're never split. Just because the wall isn't being split doesn't mean the hint brush isn't working.


I posted this simplified explanation of the way VIS works in another thread - here it is again:

(If you want the complex terms, read http://www.planetqua.../technical.html )

A compiled map is an area of 3d space carved out of a big solid block. This 3d space consists of a number of smaller 3d spaces, each of them convex with flat faces, like a brush. All of these smaller brush-like spaces fit together seamlessly and completely fill the carved-out 3d space.
Note: Each of the smaller brush-like spaces are often called "nodes" or "leaves", the proper name is "leaf-node". A "node" and a "leaf" are the same thing.

Each of the leaves (the brush-like spaces) touches a few other leaves. Where a leaf touches another leaf, it's like a window from the first leaf to the second. This window is called a "portal". Players must pass through a portal to get from one leaf to another.

The leaf where the player is standing can "see" a set of other leaves. This set of leaves is "potentially visible" to the player. This is called the Potentially Visible Set (PVS) for that leaf. The only purpose of Q3map -vis is to calculate the PVS for each leaf. Q3map uses the portals for each leaf to calculate the PVS.

All the visible stuff in a quake3 map is made out of surfaces. Each surface is a mesh made out of one or more triangles meeting each other at the corners. Each surface touches one or more leaves.

Quake3 draws ALL the surfaces touching ALL the leaves in the PVS for the leaf where the player is standing. Read that again and then read the above paragraphs again if you didn't understand it.

Now you should have some understanding of the way Quake3's visibility works. The inside area of the map is chopped up into lots of smaller areas, and when you stand in one of the smaller areas, Q3 draws everything visible to that area.

Hopefully now you have some idea of how a Quake3 map works. To explain hint brushes I need to go into greater detail about the way a map is split up into leaves.

You may have wondered how q3map decides where to put each leaf. If you think of a compiled map as a hollow space carved out of a large block (ignoring all the entities, curves and detail brushes) you can imagine ways of splitting up the space into leaves. The fewer leaves created, the less time the q3map -vis process takes, so you may think Q3map will try to create the fewest leaves possible. It doesn't.

It first divides the map up into 1024*1024 chunks. It picks the first chunk and checks if the space in that chunk is convex, if not it then picks a brush face in that space and splits the space in two along the plane of the brush face. If the space was not convex and was split in two, then it has to check the two new spaces created to see if they're convex, and split them again if they aren't. When all the spaces in that chunk are convex, the process moves on to the next chunk and starts again. Eventually the whole map is split into convex spaces - called Leaf Nodes (leaves).

Think of the leaves as a set of interlocking convex blocks, like a 3d puzzle all fitting together to make up the shape of the space inside the map. The size and shape of the blocks affects the way the visibility of the map works. Disproportionately large leaves can cause Quake3 to draw more stuff than is actually visible to the player, while too many unnecessary small leaves have no effect on visibility but make the compile take a longer time.

There is nothing controlling the size or shape of the leaves in the process described above. This is what hint brushes are for. Hint brushes are simply brushes (of any shape) with the "common/hint" shader on all faces. Q3map treats common/hint brushes exactly the same way as normal brushes when creating the leaves, because common/hint shader contains "surfaceparm structural". Space containing a structural brush is always split around the structural brush - the faces of a structural brush are guaranteed to make splits in the space they are in. All brushes are structural unless they have another content property specified, such as "surfaceparm detail" or "surfaceparm trans".


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