Game Development Community

Cave level

by KevinG · in General Discussion · 06/04/2004 (3:55 pm) · 3 replies

I have been digging for help on how best to produce a level that is only a series of tunnels. Does anyone know how best to accomplish this with QuArK? Or is there a way to mirror 2 samll terrain objects(i'd love to use the texturing tools in my caves;P).

#1
06/04/2004 (8:10 pm)
As Ben stated in your other post, make two terrain blocks and then flip one.

Your going to have to get your proverbial hands dirty to do this, but it can be done... in code and/ or script.

Your only other option is to build the tunnels in Quark, and having tried this with an old "bsp" engine, good luck. =\
#2
06/04/2004 (8:21 pm)
Make the tunnels put them in the terrain, then check a special field in the terrain i forgot, thats how it was done in TGE Version 2.1 I believe. In the waterworld level.
#3
06/05/2004 (11:26 am)
Thanks guys.
My level is basically terrainlless. No probs adding a cave to a terrain, as the whole level is nothing but a closed loop of tunnels(closed course race track).
My problems are mostly basic QuArK construction and dif compile.
I make levels in MAX and use GLB3.0. this has made many fun .maps that ran sweetly in quake3A and HL, with a rather complex series of tunnels and it was pretty smooth and organic looking. everything created with this method is having trouble compiling to dif(bad face on brush err, no brush number stated). So im trying a 'QuArK only' angle. Building the level shape from cylinders(prizms), then hollowing them out. that has worked, it will just look a bit rough in some places, which is cool because this is supposed to be an asteriod mine, and require many brush adjustments. At the odd angle these tunnels take QuArK in smnap mode cant align the seams perfectly, so, im dealin with some overlapping faces.
Always open to help and bright ideas.