I'm Thinking..
#14261 posted by rj on 2008/05/15 20:25:12
we need two more bsps adding to that archive ;)
#14262 posted by - on 2008/05/15 22:57:59
1997 may have been filled with creativity, but it appears that the time around 2000/2001 was the silver age of quake mapping due to the high ratio of awesome maps and their volume.
I Think I Am A Major Contributor To The Blip Right At The End
#14263 posted by RickyT33 on 2008/05/16 01:26:46
Ha!
Interesting...
#14264 posted by metlslime on 2008/05/16 02:58:08
nice work on generating those stats.
Actually - Do These Figures
#14265 posted by RickyT33 on 2008/05/16 03:13:42
run right up to present day?
ie - where it says 2006 - 2007, er, I know how Excell graphs can work, so the figure plotted for 2007, albeit right at the end of the x-axis, does that mean figures for the entire of 2007?
:P
2007
#14266 posted by Spirit on 2008/05/16 08:30:05
It's 01.01.1996 - 31.12.2007.
2008 looks promising though.
Spirit
#14267 posted by JPL on 2008/05/16 09:00:32
I think 2008 will be promising indeed...
Since 3/4 years the number of released map didn't changed that much, so let's assume we will see the same number of release in 2008. So regarding the fact that map quality is constantly increasing, we will have very good fun time this year for sure.... errr or a t least during this end of year :P
Okay
#14268 posted by BlackDog on 2008/05/16 12:20:40
Who asked Q to ban everyone from #tf? Fess up.
No Idea, Prolly Some Outside Moron Or Problem
#14269 posted by Spirit on 2008/05/16 12:27:47
Everyone is unbanned now.
OMG, Thanks!
#14270 posted by biff_debris. on 2008/05/18 05:58:14
Nice review Tronyn, you rock, sir.
Ty
#14271 posted by Tronyn on 2008/05/18 12:59:41
It takes me a horribly long time to do anything, but eventually it gets done.
Nice map. Now lets see you get back to METAL
Quick Question
#14272 posted by starbuck on 2008/05/18 14:50:21
Is czg's curved pipes tutorial uploaded anywhere?
There's one on archive.org but it's not got any pictures unfortunately...
Well
#14273 posted by bambuz on 2008/05/18 15:12:47
speeds has one but can't find it.
12-sided circles,the outward and inward slopes in a 90 degree curve coming from down and going to the right are 1:0 (straight up), 1:2, 2:1, 1:0 (straight to the right). The piece interfaces have 1:4 and 1:1 slopes.
If you want to do this for more complex shapes, you have to stretch them a bit wider, then shear vertically and finally horizontally (this shrinks them back).
24-sided works a bit similarly but you need a finer grid.
I made templates some time ago that vis without leaks. I'll upload them some time.
Fuck I Can't Write
#14274 posted by bambuz on 2008/05/18 15:14:57
but I hope you get the idea.
The correction.
y:x
1:0,2:1,1:2,0:1
Ie in degrees
90, 63, 27, 0
I've Got CZG's Curve Tutorial On My HDD:
#14275 posted by RickyT33 on 2008/05/18 15:50:56
Here it is now on the Shub-Hub, in a zip! Should work fine, just extract it to a unique folder! Or a folder full of junk. Should work either way:
http://www.shub-hub.com/files/misc/Curve_tutorial_files.zip
Thanks czg for a comprehensive tutorial!
...
#14276 posted by starbuck on 2008/05/18 15:53:58
thanks, but I'm trying to remember the actual numbers for the pipe bending, how much to stretch and how much to shear in each direction when the starting section is a certain size... any idea?
IIRC When Making A Pipe
#14277 posted by bambuz on 2008/05/18 16:09:10
that comes from bottom and goes to the right
stretch a section to the left, then shear it up from the left and shear it right from the top until you're at 1:2 angle.
It's not a huge amount, it's pretty fast to experiment it with a 12 sided curve. Ie if you were left short, do a couple undos and stretch more this time.
Oh, first clip the pipe segment so that that it's a trapezoid from the side, ie the ends have 1:4 slope.
For Radiant / Bsp
#14278 posted by gone on 2008/05/18 17:02:22
#14279 posted by rj on 2008/05/18 17:50:25
thanks, but I'm trying to remember the actual numbers for the pipe bending, how much to stretch and how much to shear in each direction when the starting section is a certain size... any idea?
(i'm going to use compass bearings to explain, it seemed the easiest way)
assuming you have your initial segment (with the 1:4 edge) laid out with the angled edge facing north east (as it were) so that you want to curve up to the north & round to the east, your second segment must be vertically (or should i say longitudinally...) stretched so that the outer edge extends beyond that of the end of the first segment by twice the length of the first segment's outer edge (ie. if your first segment has an outer ledge that spans four squares, the second segment's outer edge should extend 8 squares beyond the north corner of the first edge). then you clip downwards so the inner edge ends up twice the length of the first segment's inner edge, and clip off the south-westerly corner.
then for the magic skew, you take the outer ledge of your second segment & stretch it westerly by 9/8ths. so if your segment spans 8 squares horizontally (or latitudinally, heh) then you'd extend it one square to the west. then skew the north edge to the east until it fits together. then clone, rotate by 90 & flip to get the other half.
i think that about covers it.. the 9/8ths is the only real key number to remember; the rest of the measurements largely depend on the size of the radius you're curving around.. it's just a case of each edge being twice as long as the initial segment (once the corner is clipped off)
Holy Shit
#14280 posted by rj on 2008/05/18 18:04:13
i just read that again and jesus christ if that wasn't the least clear explanation ever :|
these should help a bit more:
http:/isoterra.co.uk/images/curves/Image1.jpg
http:/isoterra.co.uk/images/curves/Image2.jpg
http:/isoterra.co.uk/images/curves/Image3.jpg
http:/isoterra.co.uk/images/curves/Image4.jpg
http:/isoterra.co.uk/images/curves/Image5.jpg
http:/isoterra.co.uk/images/curves/Image6.jpg
Sake
#14281 posted by rj on 2008/05/18 18:04:55
Aye, 9 8ths! If You Get Stuck Then...
#14282 posted by RickyT33 on 2008/05/18 18:07:45
...curve several rows of whatever it is your trying to curve at the same time, at different radiuses! Then just keep the one you need...
Here are some prefabs I keep handy, nothing much but takes the sting out of doing it from scratch every time...
http://shub-hub.com/files/misc/acurve.zip
..and Only Now Do I Notice Ricky Already Posted The Full Tut
#14283 posted by rj on 2008/05/18 18:10:33
*crawls back into the corner*
I Never Bothered To Remember
#14284 posted by bambuz on 2008/05/18 18:12:07
those stretch amounts. I just eyeball it and undo if I was left short and do more. But thanks rj.
Also
#14285 posted by bambuz on 2008/05/18 18:13:54
this is one of the reasons why skew/shear for groups is very important in a map editor.
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