Hi!
#151 posted by reviews.quaddicted.com on 2009/02/27 18:10:22
#152 posted by JneeraZ on 2009/02/27 18:12:31
Awesome!
"You don't have permission to access / on this server."
When will it actually be live?
Backing Out
#153 posted by ijed on 2009/02/27 18:41:47
I'm going to post my map + wad as is (wip) here tonight.
It'd be nice to finish but maybe someone has a use for the scrap - RQ is taking all my time atm.
175 brushes (yes, no progress) a handful of enemies.
^ That Wasn't Me.
#154 posted by Spirit on 2009/02/27 18:48:42
ijed, ooh, I might do (maybe maybe).
Space Theme
#155 posted by ijed on 2009/02/27 18:52:55
With floating junk.
Oh
#156 posted by ijed on 2009/02/27 18:55:16
And a load of blocky brushwork of course.
And
#157 posted by ijed on 2009/02/27 23:38:22
#158 posted by gb on 2009/02/28 11:32:42
Haha, should have told me 24 hours earlier :-D
Mine is mostly finished, apart from actual monsters. I threw it together in a mapping fit last night. Now to polish it. The ending is still missing, too.
Ebon Fortress theme. I need the practice.
Go Gb.
#159 posted by Shambler on 2009/02/28 12:59:28
Yeah
#160 posted by gb on 2009/03/01 15:00:16
Vanilla Quake = massive spawnroom building sessions, cascaded trigger_relays, and error messages like "killtarget X is blocking target Y"
Yay for id1
#161 posted by gb on 2009/03/02 11:05:52
What was the trick again to give the player full ammo when he picks up a weapon?
Multiple Spawning With One Teleport
#162 posted by than on 2009/03/02 12:39:10
I used a trick in apdm3 to spawn a lot of knights near the end by using a little trick I developed because I couldn't be bothered to make 8 or 10 or whatever teleporters to spawn them.
If you create a tall spawn room with a thin teleporter at the bottom and stack the enemies on top of one another so that only the bottom monster is touching the teleporter you can teleport them in (obviously always to the same location) in the sequence they are stacked.
It's a good trick for ambushes but you need to trigger the next monster in the stack to wake up before you trigger the teleporter or it won't drop down into the teleporter.
Anyway, if you want to save on entities and hassle for big ambushes and think this might work, then it might be worth having a look at the map source (included with the bsp) which is available here: http://than.quaddicted.com/files/apdm3.zip
if you are that bothered about the monster wake up sounds, you could always have a small hidden door located near the teleport destination that is triggered as the monster spawns and uses the monster's wakeup sound as its move sound. Bit of a faff of course, and not worth it if you have fewer than 3 monsters.
Wow
#163 posted by gb on 2009/03/02 13:48:51
Pretty good idea Than. Thanks for the tip.
Id1 hordespawn :-)
Architecture 99% Is Done
#164 posted by spy on 2009/03/05 19:28:24
Spy:
#165 posted by RickyT33 on 2009/03/05 21:57:48
Looks like its gonna be good ;)
See underneath the gun in the first shot there is a brick texture which is aligned to the world. In WC3.3/Hammer you just highlite it and click "to face" and the problem is then just to align it on the x and y axis :)
A few more details wouldn't kill, like the ceiling in the third shot.....
Damn I was rhinking of doing mine in Mid-evil.......
Maybe metal :D
Ricky
#166 posted by spy on 2009/03/05 22:15:50
whats the difference between align to the world and align to the face?
Think About A Rubik Cube
#167 posted by RickyT33 on 2009/03/05 22:41:30
It has 2 faces on the x plane, 2 faces on the y plane and 2 faces on the z plane. If the squares represent a 3x3 pixel image on each face then fair enough. But imagine you make a diagonal cut through the rubix cube (diagonal on only one plane, mind) and look at the new faces created through the split, if they were aligned "to world" then they would have to be stretched across the face in order for the boundaries of the pixels to still be lined up to the same pixel edges as the "straight" pixels on the cubes external faces. If you then made these new stretched faces aligned 1:1 to the face then there would be parts of more then nine pixels visible on the face because the face itself is technically wider than the original 6 faces on the outside of the cube.
Anyone got a less confusing way of explaining it then be my guest!
Hope this helps :)
#168 posted by RickyT33 on 2009/03/05 22:44:35
..imagine if you got a honeycomb and cut though it diagonally. Then you dipped the sliced honeycomb in ink and made a print from it. The hexagons of the normal honeycomb would be stretched across one or two planes.
Or if you get a round pipe and chop it diagonally, the split would be an oval shape rather than a circle.
#169 posted by metlslime on 2009/03/05 22:57:35
...start with two halves of a grapefruit. Now imagine taking the peels from both halves, and overlapping them to create a sort of saddle shape. If you cut this saddle shape parallel to the inclination of the sun, you will see that the cross section of the grapefruit pieces becomes longer, while the bowl of the saddle becomes narrower. The top of the first peel is aligned to the back of the second peel. Four Earth Quadrants simultaneously rotate
inside 4 Time Cube Quarters to create four
- 24 hour days within one Earth rotation.
Projection
#170 posted by Preach on 2009/03/06 01:22:58
The technical term for what's going on is projection, and it's a good word, because it suggests an easy analogy to what's happening. When you apply a texture, imagine that it's actually being displayed on the surface by a movie projector(*) - you could say it's being projected!
The difference between "world" and "face" is then a matter of thinking about the direction that the projector is projecting from.
The easier case understand one is "face". In this case, the projector is positioned to project straight onto the polygon in question. The beams of light will all be running perpendicular to the surface of the polygon. This is good at preserving the scale of the texture, reducing distortion.
In the case of "world", there are only 6 directions that the projector can face: North, South, East, West, Up and Down. The map compiler looks in the direction perpendicular to the surface, and decides which of the projectors is closest to facing in that direction. It gets a bit stuck in the case of a tie, and just chooses one of the directions. You can see this occur in your first screenshot, where the surface is cut at 45 degrees in 2 planes. The same projection direction is chosen for it as the surface to its left. This is why the textures align, but get skewed across the middle polygon.
"world" projection is useful for preserving alignment, but only some of the time. If you make an archway which goes from horizontal to vertical, and align the textures inside it to "world", then you should be able to spot a cut-off point between two polygons where the projection direction switches from "north" to "up". A misalignment will usually occur there.
Hope that explanation is of some use to you.
(*) Technically, you also need to imagine that the projector is very very far away from the surface so that you don't have to worry that the beams of light from the projector to the polygon would not be parallel in real life.
Fuck Dude
#171 posted by RickyT33 on 2009/03/06 02:46:35
ROFLMAO
#172 posted by RickyT33 on 2009/03/06 02:48:34
crying, it hurts, it hurts, oh please make it stop /n
but seriously. fuck dude
Oooohhh,
#173 posted by spy on 2009/03/06 05:50:32
thanks guys
I Am Proud Of Myself
#174 posted by Spirit on 2009/03/08 19:18:36
as I did about 20 brushes earlier today. Hooray!
http://f.imagehost.org/0984/spirits000000.jpg
I guess I'll end up with a 100 brush sightseeing (dm) map.
What Is Rendetring That Image?
#175 posted by RickyT33 on 2009/03/08 19:31:22
Is that you editor 3D view? If so what editor is it?
Also I too have now laid some brushes! :) 40 so far.... (w0w)
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