#11590 posted by
Lunaran on 2014/08/26 04:10:42
They look so rounded and smooth. Like blocks of cheese.
#11591 posted by
ptoing on 2014/08/26 04:15:59
Buncha moldy cheese! Actually, with the colours that Quake has you could make some pretty good cheese textures.
#11592 posted by anonymous user on 2014/08/26 11:07:35
Haha, blocks of cheese, indeed. And there you have a name for your texture set.
Just Passed The 5000 Brush Mark On My Latest Map...
#11593 posted by
ionous on 2014/08/27 23:23:41
Very Nice
#11595 posted by
RickyT33 on 2014/08/27 23:37:12
You can pop the texture box and visgroup box underneath the Categories/Objects/Faces box, just drag and drop - then BOOM - you have more room ;)
Oh Cool..
#11596 posted by
mfx on 2014/08/27 23:38:52
just saw the name of the map.
Oooh Classic Idmetal
#11598 posted by
DaZ on 2014/08/28 13:41:53
H Y P E
can we get a nicer screenshot? :D
Thanks
#11599 posted by
ionous on 2014/08/28 23:42:32
MFX: Thanks
RickyT23: Startlingly obvious, but it never occurred to me once. It feels like my mapping window has doubled in size, which is hugely helpful. Thanks.
MFX: Discovered it while browsing the <a href=http://www.noevdia.com/news.php>NED</a> website for new releases. The name stuck in my mind (didn't hurt the I liked the <a href=http://aluktodolo.bandcamp.com/album/finsternis>album</a>
Fifth: Thanks
Daz: There is no nicer screenshot. It's mostly wide-open areas that are only partially complete. This is one of the few places cohesive enough to represent the map in a positive light.
Daya
#11601 posted by
ericw on 2014/08/29 03:43:32
skill 2 demos for gravelpit_1.3:
https://www.dropbox.com/s/buhx9ux7w4vdaor/grav13_ericw.zip?dl=0
Looking good. The final arena still needs a bit more ammo, I think.
There could be more monsters given the large spaces... Maybe spawn in reinforcements when you hack the computers? (totally cliched of course.)
#11602 posted by
JneeraZ on 2014/09/01 01:05:44
Don't know if this link will work but
... messing around on the long weekend. Coding...
https://drive.google.com/file/d/0B6cay6zUJZndTU15R2UzcWZuZEE/edit?usp=sharing
Gore Is Good
#11603 posted by
mfx on 2014/09/01 01:18:18
Knave is done to death i heard someone saying last time around:)
Prove him wrong!
Whoever said that is an asshole, Knave rules.
Is that a Knave and Zer combo? I always wanted to do just that.
#11605 posted by
JneeraZ on 2014/09/01 11:49:55
The gore fountain is indeed inspired by Zer, but it's my own code...
#11608 posted by
JneeraZ on 2014/09/01 15:12:40
Right? I can 45 degree with the best of them...
#11609 posted by
JneeraZ on 2014/09/03 15:58:39
So I got my OBJ to MAP convertor thing running .. you feed it an OBJ file and it places the MAP formatted text on the clipboard, ready for pasting into Trenchbroom. This SHOULD alleviate a lot of the issues I was having with trying to get good looking rocks and other shapes.
We'll see. It still carries with it all the Quake weirdness with plane accuracy and stuff. It works OK with simple edge bevels but trying to do something even slightly complicated and the planes start sliding off just enough to get misaligned certs where shapes meet...
... actually, SleepwalkeR : Does Trenchbroom use the grid size at all when handing pasted MAP text? Maybe that's why the planes seem so wrong sometimes. Probably not but it's a long shot. I'll try setting the grid to 1 next time I have a problem and see what happens.
/ramble
Obvious But...
#11610 posted by
ijed on 2014/09/03 16:35:43
Did you snap the geometry to grid after pasting it?
edit/actions/snap verticies
It has crash problem in TB1 when snapping large amounts of geometry, like entire levels, but thats probably just a memory issue.
#11611 posted by
JneeraZ on 2014/09/03 17:12:45
Oh yeah, I can fix it by manually twiddling verts and such in Trenchbroom but I'd rather not. A clean paste is my goal. Heh...
Nope
#11612 posted by
SleepwalkR on 2014/09/03 18:44:20
TB parses the pasted brushes just like it would parse them from a map file. The grid has no effect on this. I suppose that either you are snapping your plane points to integer coordinates, or that the process by which you determine the plane points is not accurate, or, finally, you're seeing the inherent imprecision of the vertex generation algorithm that TB uses.
#11613 posted by
JneeraZ on 2014/09/03 18:52:15
Yeah ... OK, thanks for the info! It's close enough for what I need so I'll probably move on. :)
Ye Olde Screenshot Thread
#11614 posted by
mfx on 2014/09/05 14:21:17
123
Not much texture in this, mostly column01_3 with some runic addons:) What do you think?