Poll

Should I keep support for Q2 format maps?

No.  Get rid of the crappy format and the crappy maps.
14 (51.9%)
Yes.  I like playing the old classics.
13 (48.1%)

Total Members Voted: 27

Author Topic: Keep Q2 Map Format?  (Read 10987 times)

jitspoe

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Re: Keep Q2 Map Format?
« Reply #20 on: August 24, 2005, 03:33:08 AM »
Dynamically Sizing Maps -- one of the never-used features in pb2 :)

Check out some nice Q3 mods, like Q3UT -- it should be pretty obvious.  Probably the two biggiest things are the fact that it doesn't chop up polygons so much and the ability to use map models.

RuiNeR

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Re: Keep Q2 Map Format?
« Reply #21 on: August 24, 2005, 06:54:35 AM »
So the new format will be similar to the Q3 map format? Will semi-realistic outdoor maps be possible? It would be cool to have an actual terrain system like the one introduced in team area..... (isn't there a terrain system?) Oh and I'd rather see tripping enabled than EOE or whatever you call it. The runnin 100mph and jumping 10 stories is cool, but it inspires excrement maps.

Eiii

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Re: Keep Q2 Map Format?
« Reply #22 on: August 24, 2005, 09:16:50 AM »
I don't understand what you mean by dynamically sizing maps--

And by 'map models', do you mean that you can create a 3D model and convert it into a map?

jitspoe

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Re: Keep Q2 Map Format?
« Reply #23 on: August 24, 2005, 01:09:53 PM »
http://dpball.com/forums/index.php?topic=365.0

Have you never played Q3 before?  You can put 3D models in the maps.

Dirty_Taco

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« Reply #24 on: August 24, 2005, 01:10:12 PM »
Post removed
« Last Edit: July 26, 2010, 01:13:49 AM by Dirty_Taco »

jitspoe

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Re: Keep Q2 Map Format?
« Reply #25 on: August 24, 2005, 01:15:59 PM »
We need to test it first... and add that path to the back of the base/flag. :)

Eiii

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Re: Keep Q2 Map Format?
« Reply #26 on: August 24, 2005, 06:10:07 PM »
Do the 3D models have collision? And how are they textured?

jitspoe

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Re: Keep Q2 Map Format?
« Reply #27 on: August 24, 2005, 06:28:06 PM »
You can build collision for them out of brushes.  They're textured like regular models.  Load up q3dm1 and take a look at the statues: http://www.arvy.com.br/quake/imagens/quake3-q3dm1.jpg

Eiii

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Re: Keep Q2 Map Format?
« Reply #28 on: August 24, 2005, 06:38:37 PM »
See, I think there needs to be some way to generate model collision. So, the whole map can be a model!

* eiii REALLY hates brush-based things.

jitspoe

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Re: Keep Q2 Map Format?
« Reply #29 on: August 24, 2005, 07:13:53 PM »
Brushed-based editing is actually a lot easier for architectural stuff.  Organic stuff... that's a different story.

Eiii

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Re: Keep Q2 Map Format?
« Reply #30 on: August 24, 2005, 09:08:45 PM »
Ooh! Ooh! A combination of the two, kinda. One bsp-ish tool to make the map, and an option to export it to a 3d editor for further editing!

jitspoe

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Re: Keep Q2 Map Format?
« Reply #31 on: August 24, 2005, 10:00:29 PM »
But then you're screwed when you want to go back to brush-based editing.

Eiii

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Re: Keep Q2 Map Format?
« Reply #32 on: August 24, 2005, 10:13:52 PM »
Then two separate segments, one brushbased and one not. The not would contain all the brushbased ones too, but they would be removed during compilation, to be replaced by the true brushes. Confusing? Yeeees...

Cobo

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Re: Keep Q2 Map Format?
« Reply #33 on: August 25, 2005, 02:52:04 PM »
maybe make things in3d editor and then exporyt them to .bru and you can open them in bsp.

Eiii

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Re: Keep Q2 Map Format?
« Reply #34 on: August 25, 2005, 03:01:42 PM »
Something like that, only you export the brushes file so you can do organic materials/etc in the 3d program.

Savage

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Re: Keep Q2 Map Format?
« Reply #35 on: August 27, 2005, 08:13:26 AM »
Well, I'd vote for the Q3 map format:

- polycount is much lower compared to a Q2 map of same complexity

- there are good free (even GPL one) tools available since the Q3 source release

- q3bsp handles terrain quite nicely

- you can create the architecture with brushes (which is fast and efficient) and stuff in detail with models

- Q2 .map (not .bsp) format is similiar to Q3 .map format. There are converters available.

- curved surfaces. Won't be used very often... but nice nonetheless.


IronFist

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« Reply #36 on: August 27, 2005, 08:24:18 AM »
Post removed
« Last Edit: July 25, 2010, 11:11:29 PM by IronFist »

Savage

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Re: Keep Q2 Map Format?
« Reply #37 on: August 27, 2005, 01:33:08 PM »
Just to point out: DP already has q2-based model support. The problem is keeping extra media distributed after people copy the map - ie: a server owner plays your map, then copies it to his own server... and he loses your custom texture/model, etc without knowing it. HL allows you to include the texture in the .BSP, but that's not always the best solution. I do think it'd be nice to optionally pack files on the end of the .BSP.

Well in q3bsp things work a bit different (better): The model geometry from .ase models are incorporated into the .bsp file and get properly lit with lightmaps. This way you can have whole parts of the map being in fact a model.

Eiii

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Re: Keep Q2 Map Format?
« Reply #38 on: August 27, 2005, 01:38:48 PM »
But you have to manually create the collision.

Savage

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Re: Keep Q2 Map Format?
« Reply #39 on: August 27, 2005, 02:50:32 PM »
But you have to manually create the collision.

Uhm... no. The embedded .ase models behave just like brushes or patches in-game.