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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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45 Degree Trim 
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 
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... 
Pretty Sweet, But 
which game/engine is it for?

Oh, and if I forgot to mention,
Pretty Sweet! 
 
Looks to be HL2. :( 
 
Zwiffle: Actually Doom 3 :)

-Method 
 
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 
Wow, really nive shots ! Did the Hell forces invade Earth or what ? Nice ambience in anyway ! Keep it up ! 
45� Angles 
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 
Awesome screenies Method.

Is it for a particular project, or just to show off? :P 
Method's Hideout Project 
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 
wow very nice shots and very interesting textures. will you release them before/after your project? 
They're The First 
Original looking screenshots I've seen for a Doom3 project.

Very nice. 
Textures 
Wow 
Those are some kickass impressive textures. Great work! 
Method: 
nice work on the textures, and nice shots. 
45 Degree Surfaces 
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 
oh cool! I want to map with those 
Gibbie... 
...did you play Travail? 
Well 
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 
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 
Cool. I aim to one day understand that :-) 
Method, 
"unless of course I'll make a SP level. "

Looking at those sweet shots, that course of action should be obligatory. 
Kill Me Now. 
TWIST 
You were dead all along! 
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