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gtkradiant vs blender for large outdoor maps
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Topic: gtkradiant vs blender for large outdoor maps (Read 4030 times)
Anton
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gtkradiant vs blender for large outdoor maps
«
on:
September 25, 2005, 08:16:37 pm »
I am thinking of writing a game using CS, and it will be mostly large outdoor areas with a large view distance (think very low altititude flight sim).
First of all, I have only seen one or two screenshots of CS being used for this.. does it work well? Can you do bump-mapping or similar to give the impression of rough terrain?
Secondly, I am familiar with gtkradiant, though have not used it for a long time. How good is it for generating maps for CS, what big things do/don't work? Is it worth learning blender to create such maps?
Should the general terrain be a mesh/grid and what sort of detail should i be looking at in terms of polygon size to make smooth looking hills without needing a brand new pc.
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deckerego
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Posts: 149
Re: gtkradiant vs blender for large outdoor maps
«
Reply #1 on:
September 28, 2005, 05:19:23 am »
You can still use Radiant, but I'd recommend Blender. I'm not sure how much the Radiant->CrystalSpace converter is even maintained any more.
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anton
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Re: gtkradiant vs blender for large outdoor maps
«
Reply #2 on:
September 30, 2005, 06:47:41 pm »
cheers
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Manuel
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Re: gtkradiant vs blender for large outdoor maps
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Reply #3 on:
November 30, 2005, 07:51:14 am »
Which brushes are recommended for reducing game engine strain in large maps. I have some strange vis problems in mine. Characters tend to blink in and out.
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