I am very new to Doom 3 mapping -- I have just started reading tutorials for basic mapping and texturing techniques. And, though I have searched this forum as well as google for answers to the questions, I was not able to find the information I was looking for. So I apologize for the simplicity of these questions.
Right now I have a large collection of material files and textures from a source mod I would like to use on my Doom 3 map. They have already been converted to tga and I understand the basic structure of the doom 3 material shader to begin porting the ones from the mod. However, I have read how to create custom cubemaps and linking them together manually, but is it possible to do it in a similar way to source maps, i.e. have a cubemap enitity in the map and tell the material to use the nearest entity? Also, what are some standard mapping practices like general room height and door dimensions, and the number of stairs per level?
Here is the code from the Source mod material file I would like to port (more information about source cubemaps here:
http://developer.valvesoftware.com/wiki/Cubemaps):
Code:
"lightmappedGeneric"
{
"$baseTexture" "ceiling/beam1_ivy"
"$surfaceprop" "metal"
"$envmap" "env_cubemap"
"$envmaptint" "[.09 .09 .09]"
}