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!
New Design Study
#3764 posted by Method on 2007/09/13 06:05:15
After watching City of Lost Children again, I was inspired to build something of similar nature.
www.methodonline.com/temp/meth_test3a.jpg
www.methodonline.com/temp/meth_test3b.jpg
www.methodonline.com/temp/meth_test3c.jpg
Feedback is welcome,
-Method
Err...
#3765 posted by Method on 2007/09/13 06:06:40
Pretty Sweet, But
#3766 posted by HeadThump on 2007/09/13 06:27:58
which game/engine is it for?
Oh, and if I forgot to mention,
Pretty Sweet!
#3767 posted by Zwiffle on 2007/09/13 06:29:14
Looks to be HL2. :(
#3768 posted by Method on 2007/09/13 06:31:50
Zwiffle: Actually Doom 3 :)
-Method
#3769 posted by gibbie on 2007/09/13 07:13:06
I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.
You shouldn't because stuff like that is what makes your map stand out. Look at a Than map for proof. Inertia is right, trimming adds realism. It makes your map more believable and much more pleasing to the eye (if done right..).
And come on, is it really that hard to rotate/scale a texture?
Just imo :)
Method
#3770 posted by JPL on 2007/09/13 08:07:49
Wow, really nive shots ! Did the Hell forces invade Earth or what ? Nice ambience in anyway ! Keep it up !
45� Angles
#3771 posted by Spirit on 2007/09/13 09:07:36
I am a lazy bu and use them. Luckily Quark has the "fit texture to face with minimum scaling". Some multiplication here and there (as too over-/underscaled textures look pretty bad) and taaadaaaa.
Ooooh, Doom 3 Water. :O
#3772 posted by Text_Fish on 2007/09/13 09:46:11
Awesome screenies Method.
Is it for a particular project, or just to show off? :P
Method's Hideout Project
#3773 posted by Method on 2007/09/13 11:04:31
JPL: The atmosphere is inspired by a French movie The City of Lost Children. One of my favorites on the list with Dark City.
Text_Fish: It's a project codenamed Method's Hideout. My goal was to create a texture set for my themes of level design which are urban, industrial and abandoned. Then it became a design study, to show what I can do with Doom 3 engine. You can find other design studies here:
http://www.methodonline.com/temp/meth_test.htm
The water I used was actually a hack. It's a shader that distorts any diffuse map. If you jump into it, you'll fall through :(
-Method
Method
#3774 posted by PuLSaR on 2007/09/13 15:08:25
wow very nice shots and very interesting textures. will you release them before/after your project?
They're The First
#3775 posted by ijed on 2007/09/13 15:15:22
Original looking screenshots I've seen for a Doom3 project.
Very nice.
Textures
#3776 posted by Method on 2007/09/13 15:35:21
Wow
#3777 posted by Spirit on 2007/09/13 16:06:42
Those are some kickass impressive textures. Great work!
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