so i made like 2 other vids prior to this, but because i get so into mapping i forget im recording, and i recorded about 2 hours worth and then they became corrupt. anyway prior to this vid, i added textures to most of my walls, added some minor details, fog, stairs where needed etc.. gave more depth to the map by extending the floor and raising the walls.
so anyway in this vid 90% of the time im makin a doorway that seperates the inside of the map to the outside..
http://www.sendspace.com/file/o1qv6esome hotkeys i used are...
control d: filters detail brushes on and off (ill explain what details are and how to use them)
control shift d: filters structural brushes on and off (all brushes are structural by default)
control m: makes brushes detail
control shit left click: selects a single face on a brush
conrrol mouse3 : with brush(s) or brush face(s) selected, clickin mouse3 on another brush face will change it to the one highlighted either in texture window, or in 3d camera window. See 8:30
If your selecting a texture from the 3d camera, it will follow the same texture alignment. If you select the texture from the texture window, it will keep the alignment it was originally at. (texture alignment isnt adjusted when u flip/rotate brushes, so when u apply a new texture to one of its faces, it will not change. this could be good or bad)
If texture alignment is off do control shift left click to select the bad alignment and hit mouse3 on the right alignment to line it up properly (see 8:45).
control shift mouse3: will do the same above, but will keep alignment as the one selected, regardless if was flipped/moved/whatever.
So onto detailed brushes. any brush you want to make detail, map it in caulk first, any unseen faces must be caulked (if not it will cause issues with fps, I map in caulk at first to avoid having to go back and redo it). the point of making brushes detail is that it will cut down on compile time. a couple of brushes will not make a difference, but if ur map is loaded with extra details and eye candy it will make a HUGE difference. ie: ghost-iswierd 95% of the map is eye candy, therefore; 95% of my map has detail brushes. when compiling q3map2 renders the brush as if it doesnt exist, but it is there and will render in game.
either right click on 2d grid with brush selected and click make detail or with it selected do control m, then do filter out details do control d.
On the topic of caulk, technically you dont have map in caulk, then apply face textures... any unseen faces will NOT be rendered in game (unless u box out ur map with a skybox or something). But like I said above, I do it to avoid having to go back and redo something else later. it saves
and in this vid im making a bridge.. hotkey u should familair urself with is R for rotating objects.
http://www.mediafire.com/?wjjmnljytof