Really dumb question..

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NookieWare

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I just started messing with this stuff about a week ago, and I know this is kind of a nub question, but..

When You make a map, do you just make one big box/brush for the whole enviroment? Or is there another way to do it? I mean, for example.. Say I want a map that you can go outside, do I just transform the ceiling to a env_? Or what?
 
no question is too noobish... different BSP world editors work in different ways (althogh compile under the same concept) ...

everytime you want to make a new surface to walk on, you generally have to make a new brush. if you want to make ground, you can use displacement maps to create less uniform ground... also keep in mind that each face gets on texture ... of course .. you can cut,carve, subdivide and otherwise add more complexity to a brush to get more detailed surfaces

the tricky part about a map that lets you go outside is that you must make something called a "skybox" .. .a skybox is just that - a box mimicking the sky - ... basically just some sky textured inside-out cube that is always last in the depth buffer that'll always follow the player's view, just like the sky seems to in real life... this prevents a "garbage" effect

another thing is area portals.. which will prevent overloads from loading interiors and exteriors at once...

I suggest you read the included help files with the SDK and the stickies/tutorials posted here
 
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