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.
EricW
#14721 posted by mankrip on 2017/05/10 01:00:26
Hmm... that looks really useful! The "Fit texture Across tagged" tool seems to work exactly as I described, I may try it later.
But this sounds bad:
Select tagged list [...]. This can be useful if you want to make a multi-selection of faces from different brushes, since [...] (if you have a face selected, to select one from another brush you have to select that brush, which looses your face selection).
So, the FTAT feature in QuArK may be not helpful enough after all.
#14722 posted by PRITCHARD on 2017/05/10 01:54:21
All I want is a way to make textures smoothly wrap around cylinders in 220 format. Something that can re-align every face on a brush would be a godsend...
#14723 posted by mankrip on 2017/05/10 01:56:54
QuArK is unbearably slow and counter-intuitive. Using it for texture alignment won't make mapping easier.
Pritchard
#14724 posted by DaZ on 2017/05/10 03:13:04
align a texture the way you want it to tile across the cylinder, select that face in texture application mode and then alt+right click the next face along and it will align perfectly to it. Repeat the process as many times as needed. This works in Hammer and JACK.
Align Along Specific Edge
#14725 posted by Qmaster on 2017/05/10 03:34:30
In JACK/Hammer, select face adjacent to the edge, use Alt+RightClick on face you need aligned.
This: http://www.interlopers.net/forum/viewtopic.php?t=20367
Trenchbroom users you are so screwed.
And
#14726 posted by Qmaster on 2017/05/10 03:37:08
You can follow the alt+rightclick with a leftalign, topalign etc. To get the texture positioned quickly after getting the angle right, though this isn't necessary if you already did this to the touching edge.
#14724 & #14725
#14727 posted by mankrip on 2017/05/10 04:46:11
Thanks, that helps a lot.
It isn't perfect, because very often a texture needs to be scaled to properly do a full wraparound, but it already helps on a number of cases.
A good implementation would be to select all faces that the texture should wrap around, and alt-right click on the selection. The tool would calculate the full distance that the texture should cover, and scale the texture to make it fit.
I Am A Trenchbroom User...
#14728 posted by PRITCHARD on 2017/05/10 07:13:22
...and I am screwed.
The texture tools in TB suck :(
#14729 posted by muk on 2017/05/11 03:04:13
I believe Sleep mentioned wanting to get "texture wrapping" in to TB at some point.
#14730 posted by PRITCHARD on 2017/05/11 03:10:38
I think my biggest wishlist items for texture work would be:
1. Click on the texture name when a face/brush is selected to find it in the viewer
2. A better way to wrap textures around complex geometry such as cylinders
3. Being able to completely hide textures with conflicting names that have been overridden
I should probably be posting this in the TB thread...
Untitled E1M3 Inspired WIP
I posted some screenshots of this a while back. I set it aside due to work and real life. Hoping to jump back in very soon. Started in TB1 and will continue in TB2 RC4 as soon as possible. Work is slowing down for a few months - finally. Some screens.
http://imgur.com/a/YxGs8
Looks Decent, Keep It Going.
#14732 posted by Shambler on 2017/05/16 09:50:37
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