Very Nice Old-school Vibe
#14697 posted by
Newhouse on 2017/04/09 22:55:42
Thanks
#14698 posted by
Redfield on 2017/04/09 23:39:26
Thank you all for the comments and especially the demo Daz. I'll be making whatever changes I can according to feedback before I post the map up officially.
Thanks again!
Redfield
#14699 posted by
adib on 2017/04/10 03:45:22
Before releasing, if you're using ericw's light compiler, won't you try to apply some Phong shading in these columns? Check this out:
https://ericwa.github.io/tyrutils-ericw/
Anyways, I love when people dare on brushwork. Looking forward to play!
Heads Up
gl_texturemode GL_NEAREST_MIPMAP_LINEAR
Some Hilarity
#14701 posted by
negke on 2017/04/27 13:14:23
I made some statues as details/fillers. The
sphinx-like ones are cute; as for the
other ones, however, they kind of look like penguins or pidgeons wearing ties?! Maybe if they carried crates on their heads....
Penguins
#14702 posted by
Kinn on 2017/04/27 13:38:38
are officially a Lovecraft monster....
Cute....
#14703 posted by
Shambler on 2017/04/27 13:49:13
....but not the negke map I am looking for.
Redefining Egyptian Culture...
#14704 posted by Mike Woodham on 2017/04/27 15:00:07
...it turns out that they worshipped penguins. Who would've thought it?
I Thought They Were Owls
guess I was wrong... I love bsp prefabs like that
QWTFSS
#14706 posted by Drow on 2017/05/01 02:44:13
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.
http://imgur.com/OZEspcg
It's hosted over at tastyspleen.net::MegaTF Classics (74.86.171.201:27502)
Moat
#14707 posted by
mjb on 2017/05/01 03:30:40
Cool stuff, I like the moat!
Dunno What An SS Is....
#14708 posted by
Shambler on 2017/05/01 09:43:22
....but the overall style of that map looks very cool :)
Nice Work
I wonder, is there an active TF community?
Looks Nice
#14710 posted by
negke on 2017/05/01 14:47:43
Tip: make the top of the mountains a large rectangle, all back edges running in a straight line, in order to have only five sky brushes with smooth surfaces. Saves some polys.
#14711 posted by drow on 2017/05/02 03:10:35
Sorry SS = screenshot.
Your best bet on finding a TF game happens on Fridays.
I made the sky that way so to give the towers the honor of being the tallest object in the map. The mountains are shorter so the sky had to be extended to accommodate the towers. Kinda makes them look bigger or maybe helps to focus the eye on them a bit more.
Working On A Metal/tech Coagula Map For AD
#14712 posted by
lpowell on 2017/05/07 05:05:37
Cool Themes
#14713 posted by
mjb on 2017/05/07 05:25:34
Awesome to see more and more maps in progress!
Cool theme going out there love Coagula
Yes.
#14714 posted by
Shambler on 2017/05/07 23:46:21
This map is relevant to my needs.
#14715 posted by
mankrip on 2017/05/08 19:24:00
I've been practicing some mapping.
screenshot
I've noticed the seam, and the texture alignment hasn't been worked on yet.
Also, I've raised the brightness a lot for this shot; in-game it's darker, which makes the grainyness less pronounced.
Smooth Lookin' Cave
#14716 posted by
Blitz on 2017/05/08 23:06:32
are you doing some special phong shading stuff with your lighting?
#14717 posted by
mankrip on 2017/05/09 08:27:25
Yes, but the cave's brushes aren't triangulated yet, so there's some vertex inaccuracies affecting the smoothing.
Also, so far I'm concluding that there's still a number of texture alignment tools that could be created to ease map development. Manually editing the texture coordinates for all brushes in the map takes an astronomical amount of time.
Texture Alignment
#14718 posted by
Qmaster on 2017/05/09 16:32:33
World vs Face:
World causes stretching on angled surfaces but allows for perfect alignment of, for instance, brick grout across bevelled corners.
Face allows for perfect representation of the texture on any angle of surface but makes alignment difficult. JACK/WC allow for Alt+RightClick to carry alignment across from selected face...tedious and still affected by...
NPO2 divisible face distances cause textures to end in the middle where edges on textures fail to line up with edges of faces in many cases.
#14718
#14719 posted by
mankrip on 2017/05/09 23:29:25
The right-click in Jack doesn't really align the textures, it just copies the projection. This helps in some cases, but it's completely useless for wrapping a texture around a cube, for instance.
There really isn't any tool that properly wraps textures around brushes. To properly wrap textures without changing their projection, the rotation, scaling and scrolling offset must all work together to make the edges of textures with different projections match around a single axis in 3D space - of course, this doesn't apply to textures whose projection has a normal that matches the aforementioned 3D space axis.
Such a tool would be a complex task to develop, but it's sorely needed. From the experience I'm having with mapping, proper texture alignment alone takes days to do manually. With a properly semi-automated tool, all textures in a whole map could be aligned in minutes.
And another tool that needs to be developed is to automatically rotate a texture to match the angle of a user-specified edge in the brush. By the way, this should be implemented in the .map format itself.
#14720 posted by
ericw on 2017/05/09 23:50:32
QuArK has a "wrap around" feature. Right-click a face, select "tag face". Then right click on an adjacent face, and choose "wrap texture around pillar" (or something similar). I think it does what you're describing.
TB has an alt+right-click shortcut which also copies the projection, but it's not wrapping around a shared edge between the selected face and target face. That could be useful.