Texture Projection
#94 posted by
Spud on 2018/04/30 01:40:47
I saw a few bits in the video that discussed how vanilla texture alignment works (the comparison to a film projector is excellent); do you plan on touching on the Valve 220 map format and its brush face-aligned texture projection?
@Spud
Yes. Even though the series is really dedicated to id level quality I am going to cover 220 for sure. TBH I need to understand something fully before attempting to teach it so I need to spend some time in JACK and really understand what is happening with per face projection. I'm nearly there but want to feel confident in what I am trying to relay. So I left that out of this tut.
Just Awesome
dumptruck, I just watched the texturing tutorial, and it's awesome. Just great how you manage to pack so much info into these short vids. In this tutorial especially, you covered many (if not all) of the ways to manipulate textures in TB (some of which I had long forgotten about, thank god for the manual), and I think it's very commendable that you don't just show your personal favorite way of using TB, but give options to the users.
Thank you again for your great tutorials, I'm sure they help so many people out there, and of course, they help to bring more people to TB and Quake mapping!
@sleepwalkR
I appreciate the feedback. Sometimes it's very tough to know what to include or leave out but I though these shortcuts were very well thought out and I didn't know about some of them.
Thank you and ericw and the other contributors for such a cool application.
@dumptruck_ds
#102 posted by
Ilpadrino on 2018/05/08 23:55:01
Another awesome video! Do you have any plans to do one on scale? As in the scale of architecture?
Thanks
No, I wasn't planning on addressing scale but it does remind me that I had issues with scale starting out myself. And occasionally I make my layouts WAY too big. Do you have any specifics you want me to cover? I can put on my thinking cap and see what I can come up with.
@dumptruck_ds
#104 posted by
Ilpadrino on 2018/05/09 02:39:57
Just more in line with best practices for scale. I am just starting out and I find I either build to small or to large.
@Ilpadrino Re: Scale
Take a look at the id maps. I cover how to set them up and view them here:
https://youtu.be/sg0iKjYsoBg
A good approach is to get your floor size decided first and if you feel like you've made things too big, encroach on the space with pillars or corners etc. Stay away from boxiness, add shapes to break up the room. Because most of us are familiar with the original game it's good to go back and see "how big was this hallway or room in e1m1?" or "how high up are the ogre's in this section compared to the player?"
That Was Cool!
#110 posted by
Qmaster on 2018/06/23 00:10:24
Keep em coming these are great. I think it is important not to release WIP maps as news on func too. Lot of new mappers have done that lately...makes me avoid their maps until the thread is stale so I know it is safe to play.
#112 posted by anonymous user on 2018/07/05 09:42:43
Thanks a bunch dumptruck!
I Am Using Those Features A Lot Since Then :)
#114 posted by
Shambler on 2018/07/16 23:13:18
Shambler
That's awesome. I was a bit foggy on the matching clip plane and always forgot about it. But once you get the hang of it, it's pretty amazing.
Its Shambler Maps All The Way Down...
#118 posted by
mfx on 2018/07/17 01:08:57
go follow him on twitch and yeah,
Blerbler is mapping some good stuff lately..