 Worst Ladder Ever.
#1499 posted by Megazoid on 2004/10/21 17:30:57
Ten dollars? I laugh at you. Please to note that this is no ordinary comic book.
 Progress Without Ladder...
#1500 posted by madfox on 2004/10/26 01:01:27
 Shots
#1501 posted by nitin on 2004/10/26 01:05:12
actually look pretty ok. Break up the flat walls with some angles to avoid repetition.
 Whoa...
#1502 posted by necros on 2004/10/26 12:03:35
it's a normal madfox map! cool!
is this a new map and not one of the older scraps?
 Grid
#1503 posted by madfox on 2004/10/27 08:42:42
There's a bridge-walk in the middle, which I left out. Reason it looks rather flat.
...if you played the older scraps you might know...if it's worth mentioning.
 MadFox
#1504 posted by JPL on 2004/10/28 09:57:17
Rather nice screenshots with cool lightning effects... Perhaps you should use a different texture in the middle part of the walls to break its uniformity... Like nitin, I also think that some angles will increase the map design quality... anyway, it's a good work...
 Carving Like A Piece Of Cake...
#1505 posted by madfox on 2004/10/29 14:33:24
It's my first attempt on working grid-attitude.
I wondered, how it would look like, if the texture design was carved out...and at the same time create decent "inner" textures.
Creating good carving tools, ie texture sides.
 MadFox
#1506 posted by Kinn on 2004/10/29 15:25:44
Don't use the carving tool. It will only cause grief. What editor are you using now btw?
 Shhhhh
#1507 posted by HeadThump on 2004/10/29 18:28:52
that is something you have to learn from experience ;}
 HT,
#1508 posted by necros on 2004/10/30 00:58:23
we're talking about madfox here.
 Yeah
#1509 posted by Kinn on 2004/10/30 04:10:09
Because, MadFox, if you're using that piece-of-shit "Deathmatch Maker" non-editor, like you implied earlier, then no, you are NOT using the grid.
Deathmatch Maker doesn't use the grid, it uses it's own arbitrary decimal grid (i.e. increments of 10), with no way of changing it, because the creator obviously assumed that it's users would be too stupid to understand the concept of a binary grid system.
Deathmatch Maker is useless for mapping. Don't use it.
 Oh Well...
#1510 posted by madfox on 2004/10/30 12:43:10
Thanks for your response.
I am making the best of the less. I bought this Deathmatch maker, because I thought it would comfort me in mapping. Now I worked some time with it, and it surely has a bunch of tricky errors in it. But I must admit it's more than the Qmap I was working with in that time.
So now I am gathering the goodies in it, like the bright textures, and the prefabs, which are realy worthwhile.
The carving tool, I was making, relates to Quark. I hope this editor uses the grid well.
I got some interesting results, with polygons
extracted from leaks.
Is it true that the carving tool only causes grief? I thought it works quicker carving a cube, than adding six walls.
Or are you reffering to the fact, they could cause microbrushes?
 GODSPEED MADFOX
#1511 posted by Lunaran on 2004/10/30 12:48:42
We're all behind you!
/me waves a little flag
 The First Rule Of Carving:
#1512 posted by necros on 2004/10/30 17:07:45
don't carve.
 Don't Listen To Them!
#1513 posted by Mike Woodham on 2004/10/30 17:14:12
...nothing wrong with carving. Know your scale, know your shape, know your editor, and carve and be happy.
This is carving and NOT subtracting.
 Mike:
#1514 posted by metlslime on 2004/10/30 18:17:20
what's the distinction?
 I Use Worldcraft
#1515 posted by Megazoid on 2004/10/31 07:31:28
I use Worldcraft (very occasionally) for Quake 1 level building.
They do say in their tutorial - " Carving, or subtraction as it's sometimes called, is a fundamental feature of any Quake editor. However, it is also the most likely to cause map errors if used wrong, and sometimes even when used right. The most experienced level editors tend to avoid this feature whenever possible. "
Links :
http://www.planetquake.com/worldcraft/tutorial/index.shtm
Actually, I've been trying to find WorldCraft 1.6a Registered on the Internet and it's impossible to find. I'm uploading it to my website when I get home. It should be freely available now concidering you can't actually buy it even if you wanted to. Stupid :P
 Carving
#1516 posted by Kinn on 2004/10/31 09:52:50
Well, as far as I know, the only situation where carving (or "subtracting" if you like) produces desirable (or predictable) results, is when you want to punch a simple rectangular hole into a simple rectangular brush.
And quite honestly, in that situation the end result would only take a couple of seconds longer to build the usual way. You're far better off using the clipping tool.
 What I've Lurnd From Experience
#1517 posted by Zwiffle on 2004/10/31 10:03:04
Carving: :(
Clipping: :)
 ...
#1518 posted by necros on 2004/10/31 10:39:47
they only place where i found it useful was for taking corners off of square brushes. but then i started using gtkr and i could use 3 point clipping which totally roxors.
 Carving
#1519 posted by Mike Woodham on 2004/10/31 12:13:36
OK, this is where the editors seem to use different terminology. In BspEditor you have two distinct functions - Carving and Subtraction.
Carving is the act of determining two points on a face of a brush and 'slicing off' the denoted section, as per necros above.
Subtraction is the act of removing the shape of one selected brush/s from an overlaping brush/s.
Carving affects the one brush only and is therefore not in the slightest bit dangerous (besides, you have an Undo in the Edit menu?).
Subtraction can be a dodgy tool as it (usually)affects several brushes. As an example, in Fmb100 I inserted Tronyn's map VII right into my terrain. The terrain was larger than the imported map and therfore blocked the passageways in the buildings. So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain. The passageways were still blocked, but only by the parts of the original brushes that had not been subtracted - this was empty space before and not affected by the 'subtraction'.
Now, move through the passageways selecting and deleting the bits of terrain that were blocking the path. Very quick, and besides, you didn't think that I fitted all of that terrain to the buildings did you?
So, carve and be happy; subtract with care.
Not really a Scrrenshots and Betas topic, sorry.
 Subject Receives A Ladder Of Progress...
#1520 posted by madfox on 2004/10/31 13:00:34
Thanks for your pricisly subscription of the subject. Makes the mapping help toppic great!
In my screenshot i had a stamp sized in the shape of a walltexture. This were two polyhedrons, used as a stamp group, which i carved into a new cube of the same texture.
As long as the 2 poly's of the stamp fit exactly, they create 4 new with diagonals.
If they don't fit, they create triangle poly's
and microbrushes which mostly create errors.
Reading more of this subject encouraged me, because when the stamp is textured well, it makes pretty sideblocks.
 Oh My God
#1521 posted by Lunaran on 2004/10/31 14:12:17
So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain.
/me turns pale and begins to shake
somebody hold me
 Oh My God II
#1522 posted by Kinn on 2004/10/31 14:26:55
Jesus Christ on a bicycle, Mike! o_O - Do you think that might have had something to do with the #clipnodes problems you were getting?
 Oh My God III
#1523 posted by pjw on 2004/10/31 14:34:09
Ahahahahahahahaha*
*hahahahahaha (etc)
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