News | Forum | People | FAQ | Links | Search | Register | Log in
Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
 
63.4 
is closer

but whtevs 
Btw 
i made this table to refer to for when i was buggering around with my doom 3 shite.

Sorry about the formatting but this messageboard eats spaces i guess

opp adj angle
1 1 45.000
1 2 26.565
2 1 63.435
1 4 14.036
4 1 75.964
1 8 7.125
8 1 82.875 
Kinn, Thanks! 
 
Cheers 
those gradients are the only ones i really end up using, but the maths is trivial to get a texture angle for any arbitrary gradiant - just do an inverse tan on the gradient, e.g. for a 1/2 gradient, it's arctan(1/2) = 26.6 (ish) 
Yeah 
But I'm lazy so this is welcome.

I was thinking to add an alignment option to TrenchBroom where you select one of the edges of a face, and it makes the texture's x axis parallel to that edge. 
That 
sounds like a bloody awesome idea. 
 
thanks kinn, i totally CnPed that. :)

sleepwalkr: i think that would be great. i mean, obviously i haven't used your editor, but i think texture alignment is the least developed part of q1 editors. we've got decent vertex manip/clipping and such, but alignment is then left up entirely to you.
it would be great if you could align by a face's edge too (cycle through them) or align across axes (you know how texturing in quake is planar from the x, y and z axis, so you could 'link up' texture alignment from x axis onto the y axis eg: terrain that slopes past the axis) 
Necros 
Your first suggestion is what I meant and the second one also sounds good, so I'll keep that in mind. 
 
yeah sorry, i don't know why that 'too' got added in there. :P

as a final suggestion (if it's not annoying to you already!) is if you could account for texture stretched on off-axis faces.

that is to say, if you had your standard 3 sided curve, the 45� face should be stretched 0.75 to preserve proper pixel ratio.

i don't think this should be a default behaviour though, since there are times when you want the face to NOT be stretched (say you want a panel to fit on a 45� face) but if there was a way to sort of select a group of faces and tell it "align these as if they were one complete face", that would be crazy awesome. 
Yeah 
That's also on my list already. Thanks for your suggestions! It's really cool to get feedback. 
Yeah 
That's also on my list already. Thanks for your suggestions! It's really cool to get feedback. 
 
Yes, with rotational and dragging texture lock working 100%, texture alignment tools would be a great focus. If there's anything that slows down Quake mapping, it's aligning textures.

Worldcraft has some great tools in it but they aren't complete by a long shot... 
Texture Alignment 
I agree that it's been neglected in many editors. If you have any more suggestions, let me know - I'll put them on my ever growing list ;-). 
Texture Alignment 
Agreed x 1 million that aligning textures slows you down way too much. It's worth doing, sure, but it's still depressing wasting so much time on it.

I do love the shortcuts in radiant though for copying, pasting and aligning textures, those are very handy. It would make it so much easier to build a map... if the texture lock feature actually worked.

(In the build that I use, it does work but there's precision and rounding issues, so as you copy things around it drifts further and further away from what it was, until you realise half of the map which you thought was aligned properly is off ever so slightly and you go insane...) 
Surprised 
no-one has written plugins for gtk/netraidiant to do this sort of stuff...? 
 
@Kinn, there was a UV texture plugin tool for GTK (worked like UV display in a modelling package) but sadly most of the Q3 scene hardly ever had programmers (unlike Q1 which is the complete opposite) so not much was developed. Bobtools were popular but they mostly dealt with clean up of problems in map construction.

Which does bring me to an interesting point about this place, it's full of programmers! which leads to my second point (highlighted by Tim Schafer recently in a video he did) that designers are really programmers who like to play with visual toys and tell stories! 
Worldcraft 1.6a 
I still use this ancient editor because it was remarkably full featured and easy to use and I'm too lazy to set up hammer to work with Quake. Anyway, aside from having absolutely shitty broken texture lock (works on non-rotated textures on brushes that are translated, but nothing else works) it does actually have some nice texture dialogue features that don't seem to be standard in all editors.

You can select as many faces as you like with multiple textures and any parameters that are shared across all faces are displayed, those that have differing values are shown with a blank box. You can then edit individual parameters across all faces without upsetting any other settings. I don't know if this was possible in radiant, which I used to make a pretty big Wolfenstein MP map, but I only remember being able to set all parameters at once across a multi-face selection, which is a bit shit. Not sure how TrenchBroom works, but some flexibility in this regard would be nice if it is not already supported.

Obviously I would comment further if I could run it :) I should try on my gfs Mac like I said I would. 
GTK 
Does let you select (tool name - paint select) multiple faces but all changes affect/reset all selected faces. This does work different for patches, you can shift/move stuff around without resetting every face selected.

@than, I know what you mean about editors, I still use the SD version of GTK because it is stable and has all the tools I need. I was going to upgrade, but a programmer decided to change the selection process of groups in 1.4+ and ruined it for me. It is surprising how one small change can interrupt the workflow so much. I think I remember your wolf MP map, did you ever show it to SD? 
Than 
In TB you can also select multiple faces and edit their properties using the face inspector. No problem, if the values differ, it displays <multiple> in the text box. 
 
damnit. now i REALLY want to see trench broom. :P 
You Will 
I'm in the process of porting it to C++. Once that's done I can get going with the Windows and Linux versions. 
Yeah! 
 
Gtk 1.4 
Same here, I can't upgrade from 1.4 and I know it's the same for some of the other ladies here.

1.5 onwards was such a huge step backwards in terms of speed and productivity that I couldn't possibly accept it despite the other enhancements it brought to the table.

I've no idea what it's like these days, for all I know it has been completely revamped once again. Is it even still in development? 
Frib 
netradiant is what i currently use, they still support it and upgrade it.
http://dev.alientrap.org/wiki/7 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.