You Can Use A Patch To Create Any Shape You Want
#274 posted by
R.P.G. on 2003/08/28 12:02:56
Just manipulate the control points, and line up the adjoining control points of adjacent patches. In this instance it looks like you'd want a 2:1 slope (or 1:2 depending on orientation) for the outer control points.
Pushplay:
#275 posted by
metlslime on 2003/08/28 14:24:20
Not all amateur work is amateurish.
Stick to compsci :)
Hmmm
#276 posted by
pushplay on 2003/08/28 14:44:27
Clearly I'm going to need to learn more on how to use patches.
Pushplay
#277 posted by
R.P.G. on 2003/08/28 15:32:41
Just create a few patches of varying densities (although the smallest is the most commonly used) and then fiddle around with them. Pulling, pushing, etc, until you get something nice. If it's not nice, just delete it. Start off with basic arches, and then work your way up to semi-complex map objects (such as a tongue). That's how I learned.
Also, you can always check out the Q3DM .map files for reference if you feel the need.
Screenies Galore!
#278 posted by biff_debris on 2003/08/30 23:56:20
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page:
http://www.planetquake.com/biff
Screenies Galore!
#279 posted by biff_debris on 2003/08/30 23:57:25
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page:
http://www.planetquake.com/biff
Biff!
#280 posted by
necros on 2003/08/31 10:48:27
all six shots looks really really good!
you're becoming quite adept at eh idbase theme! suggestion: on the bottom-right screenshot, push the grid textured brush on the curved corner inwards to match the inset of the straight brushes of the same texture. it'll flow more...
and maybe cut the grate part of the texture on the top two screens inwards as well? it'll push up r_speeds, but both suggestions would look nice...
Yeya I Made New Texture, Also Learning New Gfx Editor
#281 posted by
Vodka on 2003/08/31 22:47:02
Rats
#282 posted by
necros on 2003/08/31 22:53:29
i thought it actually was textures. :)
Actually Actually Textures
#283 posted by
Vodka on 2003/09/01 19:29:31
They Look Cool Speedy
now someone make a Q1SP map using them, even if its just a speedmap :P
Here Here Speedy
#285 posted by
DaZ on 2003/09/02 20:45:48
looking nice there, they for q1 or q3? Q3 by the looks of things
Oh Q3 Textures?
i think i am disappointed. :/
Still Great Textures Though!
.
Well, All
#290 posted by
necros on 2003/09/03 16:21:48
ya gotta do is import the textures into a q1 .wad...
And
#292 posted by
Vodka on 2003/09/03 21:09:41
W00t!
#294 posted by
R.P.G. on 2003/09/03 23:18:20
One of the 0ld 0ld Duke3D maps I released in 1997 or something!
http://rpg.spawnpoint.org/images/maps/csurpris_1big.jpg
Finally!
#295 posted by
pushplay on 2003/09/03 23:31:02
A gingerbread house you can camp.
Haha
#296 posted by
Wazat on 2003/09/04 10:03:14
Quake mapping looks less messy. But you can't eat that. :)
34
#297 posted by
necros on 2003/09/04 16:10:53
they will look absolute poo
that's true, but seeing as i don't posses l33t photoshop skills, that's really the only way for me to do it. and the results aren't always awful. obviously, bright stuff and greys don't look very nice, but for the most part, it turn out pretty decent and sometimes pretty good.
(obviously, i'm not talking about your [speedy] textures specifically, but in a general sense)