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Game Editing => idTech Editing Hints & Tips => Topic started by: kat on June 24, 2015, 11:39:24 PM

Title: Using GtkRadiant to make Basic Terrain
Post by: kat on June 24, 2015, 11:39:24 PM
Because the QeRadiant editor for Doom 3 and Quake 4 is no good for creating terrain meshes similar to what can be done with Quake 3's GTKRadiant it means using a 3D app to model the terrain. If you 're not confident about doing this then here's a 'quick' way to create a reasonably good terrain from brushwork converted to an editable model object. The following assumes you want to create a mesh for editing rather than just convert some brushwork to a model for use 'as is'.
If you would rather not do any modelling you can create a terrain using GTKRadiant as per above and once you get it how you want, BSP the file and then convert the map to an ASE using Q3map2's -convert switch (BSP option). This will give you a functional ASE model that you can drop 'as is' into D3 or Q4 after you've edited any material references in the file.

For more info on prepping models for Doom 3, Quake 4 et al (http://www.katsbits.com/tutorials/idtech/export-ase-models.php) see the tutorials list on the right.

By the way...

You can use this method to build and then export for further modeling work anything you want; it's not restricted to 'terrain' as is the example above. So map objects and modeled fittings for maps can easily be created from an initial brushwork object exported from the editor.