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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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#62 
Yeah, a purely tile-based map would be limited by the tileset. Which is why I prefer a mixed approach, using tiles for stuff like ladders, but not for the actual map layout. 
 
Some ideas from Unity:


Nesting
Greater flexibility
Previously, users were forced to choose between creating large monolithic Prefabs, like buildings, or more granular ones, like pieces of furniture, but they couldn't do both.

Now with support for nested Prefabs, a large building can be made up of many smaller room Prefabs, which in turn can be made up of multiple pieces of furniture Prefabs, and so on.

Productivity booster
This makes it easier for teams of all sizes to:
Split up Prefabs into multiple entities for greater efficiency
Reuse any content, from small to large
Work on different parts of content simultaneously

Prefab Variants
Flexible properties increase efficiency
As a default, a Prefab Variant inherits the objects and properties of the Prefab it is a variant of, but at the same time, you have the possibility to override those properties. This is similar to the concept of inheritance in object-oriented programming.

For example, if you had multiple door Prefabs, you could choose to make some of them a different color, while allowing the rest to inherit the existing Prefab color property. Any change made to the original door Prefab will affect the variants of it as well, except those properties which have been overridden.

Prefab Mode
Avoid time-consuming mistakes
A cornerstone of the new workflows, Prefab Mode enables you to edit in isolation. While this means that you will have to approach Prefab editing in a slightly different way, you can feel secure that any errors made will not have negative consequences.

In order to edit a Prefab Asset, you can open it in Prefab Mode. This allows you to view and edit the contents of the Prefab Asset separately from your Scene objects. Any changes you make in Prefab Mode affects all instances of that Prefab.
 
Or Just Learn To Map 
lmao 
No Way 
I want to subvert the Quake fandom into a "mapping for grannies" community. 
 
A Quake tile-based editor is nearing completion.

While no level design masterpieces will come from it, there is something enjoyable about the ability to so quickly place prefabs.

A concept work. 
How Cool! 
Can we make custom tiles for it? 
@dumptruck 
Yes! 
RISE UP 
First dumptruck's family friendly quake mapping server and now this. Soon everybody will be forced to map using trenchbroom and prefabs. Dumptruck's tutorials will serve as part of a mandatory syllabus. Anon posting will been removed from func, the site taken over and re-branded by dumptruck and co. This is the future that awaits us. 
#71 
Nobody will be forced to map. With tileable prefabs, all future maps will be created through procedural generation. Optionally, there will be a SnapTile editor for the really hardcore users.

It's the future, slowly approaching you from behind and breathing down your neck. 
Oh Heck No 
 
#71 
awww, come on, it's not like dumptruck's power grab is all bad - at least his vanity discoord server doesn't have any toxic assholes moderating it...

oh. wait. never mind. 
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