#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?
#11615 posted by negke on 2014/09/05 14:26:48
Very nice.
Very Nice!!
#11616 posted by generic on 2014/09/05 14:27:15
You and Sock should conspire to build an episode ;)
Very Nice!! [Edit]
#11617 posted by generic on 2014/09/05 14:29:17
You and Sock and negke should conspire to build an espisode ;)
#11618 posted by JneeraZ on 2014/09/05 15:06:54
Gah! Really nice mfx. Love the architecture, wow...
#11619 posted by spy on 2014/09/05 15:18:16
You and Sock and negke and CZG should conspire to build an espisode ;)
I don't like these whitish textures though
How Could They Be Improved?
#11620 posted by mfx on 2014/09/05 15:27:27
Or just more variety overall?
Have the same issues, all looks alike..
Mfx
#11621 posted by ptoing on 2014/09/05 15:45:08
Sauber :D Looking good. What I always wanted to try is make a textureset very specific to a level.
One of these days, once I got more time and am done with my other texture stuff I would totally be up to doing that with some people on here. As in you people map stuff, plop on placeholder grid textures and I check what the sizes need to be and make specific textures to fit what was made. /me shakes fist at time!
Negke Should Make An Episode.
#11622 posted by Drew on 2014/09/05 16:13:42
By himself.
The shots look nice. The silver key cathedral in particular stands out, and looks finished.
I wouldn't say that same-ness in looks is particularly prominent to me.
Maybe the ceiling textures/ architexture could be broken up in shot 3...
Idea Spam
#11623 posted by ijed on 2014/09/05 16:19:56
Make some gigantic floating asteroids between the structures that the player doesn't walk on as points of reference, but make all the actual buildings from the same repetitive style.
Mfx
#11624 posted by necros on 2014/09/05 16:31:17
i absolutely love your visual style!
can you make it more asymmetrical?
Make The Next Jam A Chainmap
#11625 posted by Cocerello on 2014/09/05 16:34:03
if you want to see a colaboration by all these matters.
Now that i mention that, wasn't spposed to be the third jam on september?
*Mfx, that looks very good, and the textures look OK in both highly lit and in darker areas. Please make a map out of that, with more of the second screenshot, the other two, while having their own personality, are still probably too similar to Sock's map.
More Doom 3
#11626 posted by tron on 2014/09/05 16:34:31
[IMG]http://i.imgur.com/KjNiThI.jpg[/IMG]
[IMG]http://i.imgur.com/jTfgK2w.jpg[/IMG]
[IMG]http://i.imgur.com/DFsl4BQ.jpg[/IMG]
Obviously ripping off Mars City pretty hard, don't worry there are non-corridor areas in this map.
Oh, Right, No Inline Images
#11627 posted by tron on 2014/09/05 16:35:37
whoops
Mfx Are You Referring To My Post
#11628 posted by spy on 2014/09/05 16:39:39
Or just more variety overall?
Have the same issues, all looks alike..
could you try to use metal4_4(rotated) tex instead?
just to see how it works and fits(or not)
i'm not insisting to you switch the whitish immediately, just for variance
Doom4
#11629 posted by spy on 2014/09/05 16:42:41
Mfx
#11630 posted by Lunaran on 2014/09/05 17:26:11
the two-tone look is very quake3.
It seems very clean and pure. Not bad in and of itself, because not every quake map has to be a rusty gory mess, but with filthy blood-covered ogres and knights crawling all over it might seem a bit odd.
MFX
#11631 posted by skacky on 2014/09/05 17:46:10
Looking great! Love your diamond thingies.
MFX.
#11632 posted by Shambler on 2014/09/05 19:10:09
Holy shit!
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