Inverted Brushes
Well, not really, but it’s a reasonable fake in the Quake engine. It’s a pretty simple trick that other editors and exporters have used but I just added it to mine. What I do is have a special tag I place on meshes inside of Cheetah (in this case, just putting a “*” in front of its name). When my exporter sees that it treats every triangle of the mesh in question as a separate Quake brush and it adds polygons behind it to make it a complete shape. This leads to some exciting possibilities. Look at this mesh, for example:

It looks like I’m building a cliff or hill or something but that sky texture on top is out of place. Now suppose I delete the bottom polygons and open this thing up. If we then flip the normals on these polygons and look up from the bottom it looks like a canopy of cliff faces with sky above. Like this:

And here it is inside of Quake with some extra brushes added and proper lighting:

This opens up a lot of cool possibilities and really limits how much brush drudgery I have to deal with inside of Cheetah. I can rely on Cheetah’s strength in modeling shapes and let the exporter turn it into something Quake friendly. Love it!
Here’s another use of this technique, adding some rock details into the ceiling and some dirt piling up on the floor:

I foresee much fun with this!
October 29th, 2007 at 2:34 pm
Okay, now you’re just showing off. :p
October 29th, 2007 at 5:28 pm
Hahaha. Well, no, this is basically taking the concept of subtractive brushes from Unreal and applying it to Quake. This makes a lot of things that are a huge pain in the rear to do in Quake and makes them much easier.
I have some plans for this…
November 3rd, 2007 at 8:16 pm
are those meshes made in some modelling ap?
UW unwraped too?
November 4th, 2007 at 4:49 am
It was modeled in Cheetah 3D (www.cheetah3d.com). As far UV mapping goes, they ARE UV mapped but not in a way that matters to Quake.
Let me explain.. I wrote a script for Cheetah that mimics Quake’s texture mapping routines. I did that so I can see what the textures will look like inside of Quake but that UV mapping doesn’t get exported to QBSP or anything. It just acts as a preview.