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Custom
levels for BombQ3 MOD |
English version |
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Making
maps for BombQ3 is not very different from making regular
Quake3 maps. This document will explain the basics of map
making for BombQ3.
The first thing you have to considder when designing your
map is that BombQ3 uses a top- down view, meaning that the
camera is positioned above the player. This means that your
maps shouldn't have low ceilings, because then there won't
be enough room for the camera. The same will be true for things
the player can walk under. Lights hanging down from the ceiling
might cause the camera to be pushed down. Further down in
this document, a simple trick will be explained on how to
create low hanging objects which the player can pass under
without obstructing the camera. |
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| Crates |
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BombQ3
maps should not have any item_, weapon_, ammo_ or holdable_
entities in them. Items are acquired through crates which
can be broken by placing bombs near them. To create such a
crate, create a brush, and apply the func_breakglass entity
on it. Give it a key named "health" and a value.
This value will be the amount of damage that has to be dealt
to the crate before it breaks. A value of 25 is nice.
To add the new entity (func_breakglass) you need to download
this small file bombq3.def
and place the file in your.quake3.dir\baseq3\scripts
then open your Radiant and the func_breakglass will appear
in the entities menù. |
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| Camera
Clipping |
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| The
camera is positioned above the player, and will be blocked by
solid brushes. If you wish to create scenery that will be located
between the camera and the player, without the camera being
pushed down, like pipes, then you can create a nonsolid shader.
The camera won't be blocked by non-solid brushes. Here is an
example of a basic non-solid shader: |
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textures/mytextures/mytex_nonsolid
{
qer_editorimage textures/mytextures/mytex.tga
surfaceparm nonsolid
cull none
{
map $lightmap
rgbGen identity
}
{
map textures/mytextures/mytex.tga
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
}
} |
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| Cel
Shading |
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| BombQ3
is the first mod to fully use the new cel shading abilities
of the new Q3Map2
compiler made by ydnar. Most of the standard BombQ3 maps
are celshaded. Cel shading is a technique to make maps look
more cartoon-like by putting black outlines around brushes and
mapmodels. |
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To
make a celshaded map, copy the cel.shader file that comes
in the q3map2 zip file to your scripts folder. Add "cel"
to the shaderlist.txt file to make it available to the map
compiler. Open you map in Radiant and press N to bring up
the Entity Inspector. Select the "Worldspawn" entity
and add a key named "_celshader" to it (including
the _). Give this key a value of "cel/ink". Now
when compiling your map (with Q3Map2 ofcourse), use the -
meta commandline switch when compiling the BSP phase of your
map.
To add an extra cartoon effect to the map, use only simple
textures that are not too detailed. Texures with just one
color in them add a very unique effect to the way maps look. |
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Tutorial
written by Eraser |
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