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!
Method:
#3778 posted by metlslime on 2007/09/13 20:28:06
nice work on the textures, and nice shots.
45 Degree Surfaces
#3779 posted by golden_boy on 2007/09/13 21:29:08
I see what you mean now.
I'm actually using that method myself (shrinking), it kinda seemed natural.
Is there a formula concerning how much textures are stretched at what angle?
I actually thought you meant the rust texture on the side of the left pillar/air duct? thingy, which is chopped off without anything to cover it up.
But yeah, it's clear now.
Method
#3780 posted by -_- on 2007/09/13 21:46:22
oh cool! I want to map with those
Gibbie...
#3781 posted by distrans on 2007/09/14 04:22:44
...did you play Travail?
Well
#3782 posted by bambuz on 2007/09/14 18:47:41
in basic trigonometry, if the horizontal texture scale is 1 and the texture is stretched upwards to 45 degrees, it travels sqrt(2) [sqrt means square root] or 1.414 units along the surface now. So the scaling must be 1/sqrt(2) = 1/1.414 = 0.7071.
If you have a 27 degree slope (aka "czg curve" ie 0:1 1:2 2:1 1:0) the stretch factor is 0.89. (cos 27 or rather more explilicitly cos(atan(1/2)) )
But a bit depends on the qbsp settings (ie -oldaxis) and map program settings...
Yeah it prolly doesn't make sense without pictures and also possibly doesn't work in the editor or final map.
And To Method
#3783 posted by bambuz on 2007/09/14 18:52:23
Man, you make good stuff, too bad the engine wrong way shininess somewhat detracts from it.
2003... could someone do an improvement to the engine?
Bambuz
#3784 posted by golden_boy on 2007/09/14 18:59:28
Cool. I aim to one day understand that :-)
Method,
#3785 posted by Shambler on 2007/09/17 11:18:23
"unless of course I'll make a SP level. "
Looking at those sweet shots, that course of action should be obligatory.
Kill Me Now.
#3786 posted by necros on 2007/09/18 03:16:28
TWIST
#3787 posted by Zwiffle on 2007/09/18 06:19:01
You were dead all along!
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