@Tig ..
I had to make about 20 different tools to get that mountain map so far. I used Terrain Generator, had to make a tool to convert upwards facing brushes from common/caulk to a regular texture. I then wrote a tool to detect transtitions from flat to non-flat surfaces and non-flat to flat surfaces and change the texturename (this edge detection changes the texture to have _trim in the name). I also have a "weld" tool that merges adjacent same texture triangles (within each func_group) into rects and then also find adjacent rects and merges them (triangle reduction).
Then the _trim shader had q3map_surfacemodel to plant vegetation.
Believe it or not, the entire map has 60,000 triangles due to q3map2's incredible optimizations (like discarding caulk triangles).
Edited 45 seconds after the original posting.
Edited 1.13 minutes after the original posting.
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