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Laguna

A few [more] things to remember when using Doom3Radiant

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A few things to note when working with textures:

Some textures will be, by default, flipped. This is dependent on what face of the brush it is on relative to worldspawn. To remedy this, open your Surface Inspector ('s') and respectively add a -1 to your horizontal scaling to invert the texture.

When creating a circular room for a silo or spiral staircase, you can build the walls with bevels to outline your structure. If you want to make the texturing that stretches across the brush and bevel tile correctly without stretching too much, please make sure you've adjusted your orientation on textures (whether you need a -1 or not) for your brushes, and after that, deselect everything. Now select your bevels/patches and hit Ctrl+N to assign it a naturally tiling texture. You MIGHT get an undesired texture at times, so a preventative measure is to middle-mouse click on the texture you want from the adjacent pieces of geometry.

Also, if you want almost completely seamless, texture wrapping around your geometry (including patch meshes), try setting your horizontal and vertical shift to 0.025 or lower.

Next up is for those who want to create spiral staircases or consistently tesselated pies made out of CSG:

Do NOT use D3R for the "make a cross and free rotate once, copy and paste, and repeat" method. I have been unable to get this to work correctly because the pivot for free-rotation is always 8 units to the left of the center. If you need to do complex operations involving free-rotation, do this:

Open up GTKRadiant (any version will do).

Perform your method of choice in regards to free rotation.

Save to a Quake 3 or Quake 3 engine derivative .map format! This does not mean open up WorldCraft or Valve Hammer Editor and save to an RMF! Doom 3 uses the same Quake 3 map format and it is possible to import any map from Quake 3 into Doom 3 minus functional textures.

Open the map/prefab up in Doom3R, and adjust accordingly. If it was a spiral staircase, texture it COMPLETELY with the caulk texture. The easiest way to do this is to drag out a box on the top view that will only cover the staircase completely, go to selection, go to the select submenu, and click "complete tall." This will highlight every piece of geometry that is entirely engulfed inside the brush you made on the Z axis, while deleting the selecting brush. Go to your textures, and simply left-click on common/caulk... And now you're cooking with gas!

If there is anything else that needs to be added to this topic, please do so.

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Laguna said:

Save to a Quake 3 or Quake 3 engine derivative .map format! This does not mean open up WorldCraft or Valve Hammer Editor and save to an RMF! Doom 3 uses the same Quake 3 map format and it is possible to import any map from Quake 3 into Doom 3 minus functional textures.


Nice tip, shouldn't you set the preferences to "brush primitives" to successfully import into Doom3?

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Actually I'm not sure if it really matters... I didn't have Brush Primitives enabled in GTKRadiant. It really doesn't make much of a difference if it's just a few brushes.

But it's always a good idea.

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Laguna said:

Doom 3 uses the same Quake 3 map format and it is possible to import any map from Quake 3 into Doom 3 minus functional textures.

oh sh*t.

*drools at possibilities*

k, i have to start mapping now!

EDIT: Dumb question, anybody know how to rbing back the target box after you close it? I accidentally Alt-F4ed it thinking it would close the editor

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