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The curves are Quake brushes, not curved surfaces. This map will work on any version of Quake.
If true, looks very nice.
Hopes it is true but is having trouble imagining how this could be so?
Any interest in uploading the above map-in-progress? If you've discovered some super secret way to make good looking curves in Quake, you could be the next Ponce De Leon.
Can this actually be possible?
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
nice, but.. in my experience, using soft curves like that will make you run into the engine limits very soon and vis times will take ages (literally) as the map gets bigger.. (func_walls do help with vis times but take more clipnodes -> keep an eye on the limits)
It's a load of func_walls actually. This would probably get you into trouble if the map gets bigger and entities are added. You could optimise the curves a bit I guess but in the end you might be better of modeling them with less curvy from solid brushes.
I'm still impressed. I didn't think even faking something like that in Quake 1 was possible.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Oh sure, QuArK has some tools to do such things. http://f.imagehost.org/0287/dp000001.png
But using those obviously leads to problems shortly after (just like QuArK always does).
learn how to use quark and its a great editor.. sure it has a few minor quirks, but show me an editor that has none.. anyways, i found quark to be the most intuitive editor of the lot and easy to setup.. (getting a bit tired of all this quark bashing for no good reason other then lack of experience with it..)
i suspect most of this comes from using a very old version anyways or problems with the ETP .map format, which will make all vertices be outputted as floating points -> likely to give the compiler tools problems..
use standard quake format or valve 220 format and stay on grid -> all works fine..
Stack a deck of cards, then hold down firm and twist you will create a helix. Do this in Quake BSP and ugh there will be alot of hidden polys drawn for nothing. Wish a BSP program would carve the outter edge and cull the hidden values ... :/
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