Block.bsp
#14633 posted by
mickmaus on 2017/03/05 18:12:34
Heya, cross-posting this here from quaddicted. This is my first "complete" map meaning some challenge and an exit portal. It's really short, just a couple of fights and three weapons.
http://i.imgur.com/TWVNbzt.png
http://i.imgur.com/OWHXa1e.png
I realize my understanding of texturing is pretty off, still learning what they all mean out of context.
Block.bsp:
https://www.dropbox.com/s/axu3dw8way541yg/block.bsp?dl=0
Your Understanding Of Texturing Is...
#14634 posted by
Shambler on 2017/03/05 20:53:58
...better than anything hexcalk will ever achieve. So that's something. Themes and designs look promising in both shots, keep at it man!
Texturing?
#14635 posted by
hexcalk on 2017/03/05 22:30:07
Well, I've had a mixed reception overall with my maps, but "block.bsp" looks beyond what I could achieve so far.
Texturing And The Grid
#14636 posted by
Preach on 2017/03/05 22:57:18
I'm sure that anyone who's tried to use it before will agree that the idbase texture set is an utter pain to use accurately. id themselves didn't set a superb standard at first.
However, the two step program is
1. Admit you have a problem
2. Sort it out
And you're half way there!
The bit that sticks out to me in that second shot is the big platform in the lower right, the textures are getting completely cut off around the edge. The thing that will make your life a lot simpler is having an appropriate texture in mind before you build a brush, and set your grid to multiples of the texture size. That doesn't help sort out existing problems though...
So what you need to be prepared to do is make modifications to the geometry in order to get the textures right. Try and find a more suitable floor texture. I suspect that no single texture will perfectly fit that space, in which case you may need to carve up the brush into more pieces. If you carved the inside rectangle where the texture tiles nicely into a separate brush, you could probably texture the leftover edges with a trim texture like tech04_3.
Bilinear Texture Scaling
#14637 posted by
mankrip on 2017/03/06 01:38:36
New Map
#14638 posted by
Naitelveni on 2017/03/06 21:25:30
Im taking a small break from mapping my tech castle, i want to get some distance so i have fresh eyes to see it with.
Now im working on a ID1 map.
Screenshots
http://imgur.com/a/pUjhN
Nait
#14640 posted by
mjb on 2017/03/06 22:33:13
You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please.
@Nait
I love those yellow light columns and the wood and iron trim you have there. Looking good. I want to jump in there now!
Doom3 Textures Once More
#14642 posted by mfx on 2017/03/07 00:59:31
shipshot1
shipshot2_flat
shipshot3
Quaketastic seems to to have a hickup because of some outdated certificates and shit. IDC.
Lets Try It Again
#14643 posted by mfx on 2017/03/07 01:04:14
Mind You, These Are Heavy WIP Models
#14644 posted by anonymous user on 2017/03/07 01:05:58
I'm not sure how to put it in my map atm, but only as misc_model or sth. We'll see, right?
Insane
And I thought my space ship model was good... :P
Yours Was Moving Around In The Map
#14647 posted by anonymous user on 2017/03/07 01:13:45
so yeah, yours is better..
For now.
Wouldnt Be Terribly Difficult For Him To Do The Same
although it was Eric who did that not me.
Hmmm.
#14649 posted by mfx on 2017/03/07 01:28:53
i know of the waypoints (path_corners) to change direction and movement. I need to talk to eric. But my ship has interiour to move in. So...
I plan to to have the player inside of it, which restricts me to linear movemovent, as in a func_train/door.
Or i do some magic with moving skip func_walls. IDK yet.
Awesome!
#14650 posted by
ericw on 2017/03/07 01:48:27
The animation in tfuma was pretty easy to setup, just a bit of trial and error to get the right angles on the waypoints. The two func_rotate_trains (one for the solid and one for the glass parts) can share the same set of waypoints which is nice.
If the player can be inside while it's moving, I guess you could try func_movewall's (I've never tried them, not sure if they work with func_rotate_train?), or just make it a linear func_train..
I'll Try My Best, Check Your Mails.
#14651 posted by mfx on 2017/03/07 01:53:22
Hi Jorg
#14656 posted by mfx on 2017/03/08 02:56:19
Never expected to see you here.
#14657 posted by
negke on 2017/03/08 16:58:04
I thought it just was someone calling out Shambler for being a massive jong. Rightfully so, one might add.