#3739 posted by inertia on 2007/08/12 22:45:07
I still think they look dated, kind of in the same way as the original rubicon textures.
Yep, Better
#3740 posted by ijed on 2007/08/12 23:17:31
But you should realign that panel texture on the left that's below the blocks that are below the lights. It looks like a 128 brush so that texture should align to the floor height.
The map's looking grimy and evil.
It's Coming
#3741 posted by Mikko on 2007/08/28 19:24:24
#3742 posted by Trinca on 2007/08/28 21:52:15
look very nice ;) cant wait to put my hand on it!!! :) dont have any sp to play :( alreaqdy played all Q1 maps :(((
Looks Okay
#3743 posted by Zwiffle on 2007/08/29 01:52:56
But even the shots with angled brushes seem incredibly flat.
Angle it up!
Nah, Box It Up!
#3744 posted by Lunaran on 2007/08/29 04:19:20
go all frank lloyd wright in this bitch
Spotlights . . .
#3745 posted by ijed on 2007/08/29 15:03:41
Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's.
As it is they look pretty diffuse for what is an otherwise dark corridor.
To save yourself time lighting the more bright areas (like in shot 3) you could also use delay in the same light tool for wider range but faster falloff - produces very nice effects when normal and wide range / ffalloff lights are mixed.
Dadaa
#3746 posted by Mikko on 2007/08/29 17:47:14
Well, yeah I kinda noticed how the map turned out to be very boxy and x-axis but I guess that was a result of some sub-conscious planning. You see, I have been building maps for Duke3D for the past ten years (see my profile) and the editor ("Build") is somewhat limited. For example, you can't create solid objects that float (bridges, for example, unless you construct them using tons of 2d sprites).
ijed:
"Spotlights... Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's. "
Yeah, I actually wanted some kind of spotlights but found out I can't do that with tools that come with WC. I'll take a closer look at various third-party tools when the architecture is finished.
I Use WC As Well (v1.6a)
#3747 posted by ijed on 2007/08/29 17:50:37
And you can; open the smartedit tab on any light and give it the various fields needed (check the docs for those).
You can also write them into a fgd so that you don't need smaredit - I have a Quoth version I can forward.
Mikko
#3748 posted by bambuz on 2007/08/29 22:20:35
Kinda what ijed said, but if the stuff is not in the fgd (prolly not) you have to disable smartedit.
Use aguirre's build tools and read vis.txt for documentation of the new light utility. It's quite versatile.
I Agree With Lun.
Totally digging on the rectangular vibe there, Mikko. Nothing wrong with playing to your strengths, or at least exploring them.
Mikko
#3750 posted by R.P.G. on 2007/08/30 05:10:12
Build... whoa, I haven't thought about that editor in quite a while.
#3751 posted by anonymous user on 2007/08/30 16:10:26
my textures + ik base. kinda cool!
Betas...
#3752 posted by Mikko on 2007/09/10 22:55:26
The map needs a bit more polishing and I still need to add gameplay. This could take a few days or about a week. After this the map should be ready for testing. So, I need TWO experienced mappers to betatest the map.
Anyone?
Mikko
#3753 posted by Sielwolf on 2007/09/11 05:21:24
I�m not mapping, but I�ve done some testing in the past.
E-mail is in my profile.
Mikko
#3754 posted by golden_boy on 2007/09/11 16:04:47
Sielwolf is the best playtester you can get.
I'm Not Even Close...
...to the best playtester you can find, but, I'd love to give it a shot, if you cannot find anyone better.
Obviously, just jokingg... I did some playtesting in the past... Address' in the profile...
Okay
#3756 posted by Mikko on 2007/09/11 23:23:26
Thanks - I'll be contacting you once the map is ready for it.
One more shot: http://i7.photobucket.com/albums/y259/msandt/dapa.jpg
Mikko
#3757 posted by inertia on 2007/09/12 00:17:23
Try scaling the rivet texture down, and look into the appropriate way to make 45 degree trim (I'm referring to the big things on the edges of that building). Looks nice though, ikbase yaey!
#3758 posted by gibbie on 2007/09/12 03:17:45
rivet tex looks cool i think, but yes agree with inert 45 degree texture cutoff bothers me.
looks to be a cool map!
The Thing With Ikbase?
#3759 posted by necros on 2007/09/12 04:36:50
trim. and a lot of it. :P
I Think
#3760 posted by bambuz on 2007/09/12 16:41:19
the door looks tiny compared to the rest of the scale, but it's kinda cool in a weird way... it's of course hard to judge in a screenshot.
Inertia
#3761 posted by golden_boy on 2007/09/13 00:58:56
what IS the correct way to make 45 degree trim, then?
This made me scratch my head. You mean the slotted brown trim is not "wrapping" around the edge, so the rusty texture looks cut off?
Hey Golden_boy...
#3762 posted by distrans on 2007/09/13 04:42:58
...I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.
The texture on the 45 degree plane at the top of the right hand side support column looks:
1. Out by maybe 2 units in the "horizontal", thus it either needs to be flipped or simply pushed left a couple of units.
2. Out in the "vertical plane", because the base of the panel on the angle does not match up with the top of the panel on the vertical. Textures place on a 45 degree angle, in most editors AFAIK, need to be either stretched or shrunk on one of the axes to make seams line up.
45 Degree Trim
#3763 posted by inertia on 2007/09/13 04:54:27
Not sure how to explain it, but you should use the same tactic as you would for putting trim on any angled surface. The idea is to have the width of the trim be constant (usually 16 or 32 units) as it wraps around the shape. This is all in an effort to make quake levels look more realistic -- and if not realistic, at least plausible. Someone around here has a curve-making tutorial, which should help you. Not to self-pimp, but it's the first example that came to my mind: in my only released map, I use trim a lot in the way that I am suggesting to you (although usually on a horizontal surface, not a vertical one).
....I have no idea if that made any sense. Good luck!
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