**********************

Quake III Cave Prefabs

**********************

TITLE: Cave Prefabs

AUTHOR: NAB622
E-MAIL: parabolicmind@yahoo.com
WEBSITE: www.geocities.com/parabolicmind or www.nab622.com

FILENAME: cave_prefabs.zip
FILESIZE: 279 KB
DATE RELEASED: 3/31/2008

__________________________________________

INSTALLATION INSTRUCTIONS:

Take the "cave_prefabs.map" file out of this zipped folder, and put it into the Base/Maps folder of the Q3 based game you would like to use this with.

__________________________________________

DESCRIPTION:

Cave pieces made form brushwork. These can be put together like a model train set, they just need sewed up at the seams.

__________________________________________

BUGS:

There are a few brushes that don't quite match up to their surroundings, It's not a really big deal and can barely be seen in-game, but if you want to fix them, I'd suggest remaking the brush.

__________________________________________

SUGGESTIONS FOR EFFICIENT USE:

There are several things to cover here, but first and foremost, THANK YOU FOR READING THESE TIPS. They will save you from having HORRIBLE problems later on.

(This is written for GTKRadiant 1.4)

First things first:
The caves are each part of their own func_group. So by <CTRL + ALT + clicking> on one brush, you will select that entire section. Very easy to move things around.

Second:

As stated above, there are a few brush faces that don't match. They're not a big deal.

Third:

DO NOT GET RID OF THE NON-FOUND TEXTURE!
When you go to make your caves, TURN OFF TEXTURE LOCK. You can save yourself a LOT of trouble by doing this!! The reason for this is, when you are done with the caves, you can texture them up with the following steps:

1. Open the textures > find/replace window.
2. Click in the "Find" typing box.
3. Ctrl+shift click one of the "shader not found" textures.
4. Find out the path and name for what you want to actually use for the caves.
5. Put that in the "Replace" typing box.
6. Tell it to replace them.
7. You're done, and they're all aligned properly! How beautiful is that?? :>

__________________________________________

INCREASING FPS

These caves are all made out of brushwork, which can REALLY kill your FPS if you have a large enough map. This is easy to fix as well, and it's easier than sewing up your caves. To do this, you will need to make some structural brushes that are larger than the caves, but surround them.

If that is confusing, do this: Find a piece of the caves, preferably a straight section. Make a brush that is somewhat larger than that section (on all 4 sides, and the top and bottom). Set the texture for caulking, set your grid size to something small (size 4 is fine) and then hollow it. Delete the two brushes that are blocking the way through the piece of cave. Do you see the effect? Basically, you'll have to encase your caves inside of these hollowed boxes. It's very easy to do, and will save your a ton on your FPS hen you do a VIS compile.

__________________________________________

GETTING PAST THE COMPILE ERROR

If you make your caves large enough, you will get a compile error. This is easy enough to get past - all you need to do is disable t-junctions. I don't remember the exact error you will get, but you'll need to add "-notjunc" to your BSP compile line. If you don't know what that is or what it means, look it up on Google or search the Map-Craft forums for it. You'll find it.

__________________________________________

CREDITS:

Well, Yami_Ryou started the project, I guess he gets credit for the idea!

__________________________________________
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM &  LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LISCENSORS.
IT'S MADE BY ME. SO THERE.