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Quake Brush Prefab Packs?
Hey everyone :) So I am new to Quake mapping and I was wondering if there were some prefab packs for environmental things like trees rocks vehicles etc. I could make all this stuff myself but it would be pretty time consuming especially since I'm still learning the mapping tools and have only just started my first map last week lol. If such a thing exists it would be fantastic if anyone could point me in the direction of it.
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There is a decent quantity of maps are open source so the .map is in the .zip with the .bsp.

For instance, Arcane Dimensions.

So you just open the .map, find the rock you liked and paste it in your map if your map editor supports that.

If the map isn't open source, you can just use a Quake map decompiler and then do the above.

Not much need for prefabs in Quake. 
@Therektafire 
There are no shortcuts in life! Take it from an old fart.

IMO copying and pasting from other's maps is not making maps. Unless you really know how to do it yourself that is. At this point you clearly do not.

Just learn how to make brush-based geometry yourself - the right way. By putting the work into it. I put my maps out there so people can learn from them, not copy and paste my hard work.

Now I've used fog settings and lights from people's maps but I usually tweak them or just redo them eventually. And it's always because I am not clear on something and want to learn. i.e mangles and delay/wait settings from Skacky or fog settings from Sock.

Not everyone feels this way clearly, but I sure as hell do. If you do copy and paste from someone's map PLEASE give them credit in your readme file.

But best to learn for yourself and that cannot be rushed. 
 
Some mods, such as Quoth and Arcane Dimensions, allow you to use custom models (.mdl) in your maps. They come with some, and you can grab additional models from other other places like Preach's blog:
https://tomeofpreach.wordpress.com/category/models/

Definitely give credit for anything you use in your map's readme. 
How Did His Question Turn Into... 
... a damn ethics/principles lecture from _dump?

He simply asked "... are there any prefabs and if so can you point me to them?"

Is it to hard to just answer his question without the diatribe! 
How 
OP already gets it but Bakers idea of just opening AD maps and copying rocks is a bit insane. Nobody recommends you do that. 
@damage_inc 
I've been in touch with Therektafire over on Discord so we've discussed similar issues in the past few days. He can take my advice or leave it.

I think I was pretty clear when I typed: Not everyone feels this way clearly, but I sure as hell do.

I actually feel very strongly about it. Sorry to have offended anyone. But tough love is still love, my brothers!

@Therektifire there were some Prefab sites around a while ago but many of them have dead links. Here's one:

https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake2/q2doors.shtml 
@ww 
Copy/paste is complete child's play in editors like J.A.C.K/Hammer/Worldcraft. You can have multiple maps open at the same time, copy brushes between the windows.

Why would an author release their .map source if not to allow others to potentially re-use their brush work?

Sure, could be overkill for a simple rock.

For a more complicated structure like a multi-part door or a bridge structure, may be very worthwhile to copy and paste.

And in some map editors it is incredibly easy to do this. 
Jesus Fucking Christ Baker 
You can have multiple maps open at the same time, copy brushes between the windows.
Why would an author release their .map source if not to allow others to potentially re-use their brush work?


No, this is not in fact why authors release the .map source.

The idea is NOT to just open other people's maps and copy 'n' paste all their shit to make some retarded frankenstein clusterfuck of a map made up from other people's talent.

Remember when that one guy released czg's honey with a few textures changed around? Yeah, less of that shit please.

It's even worse when you suggest that the guy decompiles non-open source maps and copies that stuff.

The idea of including .map files is a relatively new thing in this community and it's to help others learn how to make their own stuff, not just grab what they can and shove it off as their own. 
 
What conversation are you participating in where where the subject is no longer about prefabs (rocks, bridges, structures) and instead talking about Frankenmaps?

I think if someone released a map like that crummy honey map, it would receive negative feedback (and it did).

That being said, I would wonder how you would suggest that maps like e1m1rmx/e1m1quoth and Travail's DM2 remix were constructed as both of them predate the Quake map source release. The end results of those maps were awesome.

I think people can tell the difference between shitty maps and great maps.

/I'm glad you are enjoying blowing off some steam. Angry posts are awesome! And they are less common than they should be. 
 
Sharing map sources been a thing for at least 15 years, here's a thread from 2003: http://www.celephais.net/board/view_thread.php?id=5725

And a few years later it was a regular practice for some people: http://www.celephais.net/board/view_thread.php?id=60094 
@dumptruck_ds 
@dumptruck_ds
"IMO copying and pasting from other's maps is not making maps"

Well, I don't want to copy and paste people's *whole* maps, just small static props. I *do* feel like I have enough know how with brush drawing and face/edge/vertex manipulation to make most of these things, but the thing is I don't have much time to map each day so I need to divide my time between either A) making those props or B) making a functional map that's reasonably fun to play and nice to look at in a reasonable amount of time. And I would much rather do the 2nd than the 1st which is why I was wondering if there were any packs that had these things, I don't want to copy and paste people's whole maps, I agree that is pretty stupid and bad.

@Baker
The kind of models I wanted to have are definitely of the more complex kind, like vehicles or foliage. I can easily make rocks (in fact the first area of my map has several different kinds of those :D I had an issue with them where I forgot to make them func_detail's and jammed a pile of them in one place which caused the map to take so long to compile I just gave up on that compilation lol) 
@Therektafire 
You misunderstand me. I didn't type "whole maps" anywhere. I meant brushwork and the like.

As far as time management, what's the rush? There are ppl with full time jobs and families who make maps when they can. They aren't using prefabs to make those maps.

Anyway as I said before prefabs used to be a thing (because some editors let you save anything as a prefab) but not as much any more. Maybe there are some brush based prefabs out there for GoldSrc you could bring into a Quake map? 
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