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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Some questions for mappers
Nadine~rb
General Member
Since: Dec 23, 2006
Posts: 2448
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Jul. 8, 2003 11:49 pm
Hey all you mapper guys!   :D  I have a question or two for you.

I was thinking of getting into a little mapping, but I'm afraid of how complicated it is.  I'm not just talking EF, I'm talking in general (for a few games or engines).  First, I want to know if you are required to learn how to map with each game's built in map editor, or can you do it all in Maya or some other 3D program, and convert it later?  Which would be easier?

My only mapping experience is Duke Nukem 3D way back when (heck, I'd probably still do it if I could run the game anymore).  I found it to be very easy except for more complicated things (but even for that, I have a book for 'Build' ), and ofcourse, quite limited for what I wanted to do (mirrors had to be a small room behind the mirror, you couldn't do certain floors over floors or spaces under floors, the subway system had to be flat, not on a hill, etc).

So I'm looking for a good combination of user friendliness and being able to create what you want (mostly in terms of structure - I'm not too worried about effects).

I guess I would also need to know how to photo edit to create textures that I want.  So probably Photoshop is good right?

But I my other question would have to be, have any of you guys ever mapped out real-life places that you have been to?  Like your house, your school, your work, your favourite mall, etc?  Have you ever designed your 'dream house'?

I'm just curious about these things.   :;):
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 12:17 am
Quote (Nadine @ July 08 2003, 6:49 pm)
Hey all you mapper guys!   :D  I have a question or two for you.

I was thinking of getting into a little mapping, but I'm afraid of how complicated it is.  I'm not just talking EF, I'm talking in general (for a few games or engines).  First, I want to know if you are required to learn how to map with each game's built in map editor, or can you do it all in Maya or some other 3D program, and convert it later?  Which would be easier?

My only mapping experience is Duke Nukem 3D way back when (heck, I'd probably still do it if I could run the game anymore).  I found it to be very easy except for more complicated things (but even for that, I have a book for 'Build' ), and ofcourse, quite limited for what I wanted to do (mirrors had to be a small room behind the mirror, you couldn't do certain floors over floors or spaces under floors, the subway system had to be flat, not on a hill, etc).

So I'm looking for a good combination of user friendliness and being able to create what you want (mostly in terms of structure - I'm not too worried about effects).

I guess I would also need to know how to photo edit to create textures that I want.  So probably Photoshop is good right?

But I my other question would have to be, have any of you guys ever mapped out real-life places that you have been to?  Like your house, your school, your work, your favourite mall, etc?  Have you ever designed your 'dream house'?

I'm just curious about these things.   :;):

In general, no, mapping is not complicated, but like modeling, there is always higher level of mastery.

For a Q3 base engine game, using a modeler like Maya is not the way to map. UT2003 allow more model to be use in a map than Q3. So, no, you should learn the map editor first.

Duke Nukem is a mapping system "similar" to Q3, but so limitated compared to it. You will see, Q3 Radiant is easy to use. You can easily create what you want. Your only limitation is your mind, your experience and the engine. ( :laugh: )

You can create texture by hand or using photo. (Which is not really easy) Photoshop is the tool, but Paint Shop Pro is an other one.

No. Never map something I saw in real life. I mapped the Matrix 1 hall, but never saw it beside in movie. If I want to "make" my house, I would model it, since I don't see myself playing in a house. Too close. Unless doing it like PadMan...
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 12:22 am
I like mapping realistic things... in fact, I really only map well when I'm basing it off of something.  

If I were you, I'd wait for the EF2 GDK to be released.  Then, everyone will be excited over that, and you'll probably get more support.  The EF2 engine has a lot of cool features EF doesn't.  Also, they're still both Q3-engines, so it's not hard to switch between the two.  That's part of why I'm looking forward to EF2's GDK so much.
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Blacksmith1~rb
General Member
Since: Dec 23, 2006
Posts: 2026
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 03:19 am
It's click and drag. that's all mapping is...if you ignore a few measly *cough*thousand*cough* other things. :D
I have mapped a wall, part of a music studio, and the shed now standing in my back yard. I do it to figure out my material list, and make sure things are going to look like I want them to.
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Nadine~rb
General Member
Since: Dec 23, 2006
Posts: 2448
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 07:17 am
EF2 GDK?  Game Design.....uh....  :s6:

Hmm, so mapping is kind of easy huh?

Unreal Tournament 2003 is pretty popular too.  Is that mapper easy?

Somehow I think if I learn to map in my school (if its necessary), it will be in UT2k3.  I already saw a prototype game be made for the engine, and no, its NOT a FPS.  It's actually a kind of third person fantasy platform game, and there are unique RPG-ish ways to manage your items and customise your own powerups and stuff, depending on items you found.  It was pretty neat.

I figure it might be cool to make your own house, and then you can give your online friends a tour of your house.  Or maybe make some models of your annoying brothers and be able to shoot at them in the game.  :laugh:

Generally, I like games because they ESCAPE from reality, but strangely enough if there is a cool looking mall or city in a game I can really explore, I really like it.
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 08:08 am
If you are interested in mapping for ut2003 then I suggest you download the vtms on http://www.3Dbuzz.com . Mapping in UT2003 is easy as long as you don't want to create your own static meshes (map models). Map models are created in maya or 3DSmax or lightwave. I prefer GTKRadiant because I'm used to it, but if I would have the choice again when I would not know gtkradiant I don't know what I'd choose.
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Danne~rb
General Member
Since: Dec 23, 2006
Posts: 3233
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 01:12 pm
GDK = Game Development Kit
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Galen~rb
General Member
Since: Dec 23, 2006
Posts: 367
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 02:26 pm
Almost every tutorial I've ever read has had the same thing to say about mapping your own home for a game - don't do it.  I'm pretty sure that most ppl's homes are not designed for a frag match, so it might not be such a great idea :)  Well, I mean, unless you just wanna do it for the fun of it.  I'm talking about releasing maps, not things you do just because you can.

Actually, my first map planned for EF2 is a real life location.  A summer camp that I worked at for years.  It would make a nice BIG outdoor map and the layout of the place is actually pretty good for a deathmatch and possibly CTF.  We played a real-life game of CTF there once and it went pretty well, but I don't know if it would go so well in a game.

Anyway, real-life locations are great for maps, but usually NOT a person's home.
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
[view latest posts]
Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 02:58 pm
I made a map of my house for JO once, I don't think I'll ever finish it. I found it a good way to learn the editor(GTK).
And it gave me a chance to see and build things that were more complicated, at that time, then what my mind could come up with.
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Blacksmith1~rb
General Member
Since: Dec 23, 2006
Posts: 2026
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jul. 9, 2003 05:21 pm
them main thing I see about mapping is that you are limedted by what you can visualize.  that or you work off of a drawing.
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