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!
I'd Like To Show You All Something
#3788 posted by grahf on 2007/09/18 06:32:39
I've been working on this for the last few weeks. It's a map from 2002 that I've touched up, sealed, lighted, and compiled. Just eclipsed 4000 brushes. For the sake of anachronism, I've been editing it in the same ancient editor (quiver!) I used to use back then. Textures are mostly rtgnosis and rtarbor, with a few unreal and kingpin sneaking in. I'm pleased with the lighting so far, but it is not perfect. There is no progression of objectives yet, nor many things to kill. I've not decided whether to just throw some keys in and release it, or save it for something much larger.
Oh right, it's some kind of medieval city for Q1, currently I'm using Nehahra entities.
This part is very old and unchanged:
http://img260.imageshack.us/img260/1153/grahfsp00wi6.jpg
dense narrow streets:
http://img458.imageshack.us/img458/5127/grahfsp01ys6.jpg
you can go inside the buildings:
http://img146.imageshack.us/img146/818/grahfsp02gs6.jpg
I'm aware that this lighting is rather flat:
http://img231.imageshack.us/img231/3136/grahfsp04ty2.jpg
#3789 posted by yes!!! on 2007/09/18 07:25:21
its fucking awesome shit fuck!
Grahf
#3790 posted by JPL on 2007/09/18 08:05:34
Oh, very nice !! I love the medieval city atmosphere.. It remind me the "Petite France" in Strasbourg :)
Keep it up, and release it soon please !
Grtahf
#3791 posted by Shambler on 2007/09/18 08:58:38
Go white girl go!
Grahf.
#3792 posted by Text_Fish on 2007/09/18 09:50:34
You win.
#3793 posted by grahf on 2007/09/18 18:05:21
Thanks guys. Any critiques? like, is that grey wood plank texture overused as trim?
Grafh & Method
#3794 posted by Vigil on 2007/09/18 19:43:33
Looking sweet, guys.
Grahf: Really cool, strong and original theme there, I dig the textures and your heavy structures. Lots of supports, pillars and girders, very nice. Maybe the lights and monsters are enough to bring some splotches of colors, making them stand out even more. Fits right into Quake.
Method: Foreboding, forgotten, isolated, old, decayed. Hope you'll be releasing that texture set? Would fit right into HL2, too, I feel. It's got a good vibe to it, like something out of the dark, old alleys of an old European city.
#3795 posted by Trinca on 2007/09/18 20:08:41
zommgmggggg Grahf welcome back ;)
look real good the map :) can�t wait to put my hands on it...
Grahf
#3796 posted by golden_boy on 2007/09/18 22:20:02
Looks like something out of Thief: The Dark Project.
Especially the lit windows.
Grahf
#3797 posted by nitin on 2007/09/19 00:03:29
looks great, I like that texture combination.
Method, that's very nice. Looks quite City of Lost Children-ish, which is a good thing.
I've Got A Long Way To Go
#3798 posted by grahf on 2007/09/19 02:13:04
I should comment on method's screenies. I seriously thought it was a max/maya rendering, before he said it was D3. That level of mapping is so far beyond anything I could attempt.
Grahf
#3799 posted by Method on 2007/09/19 06:20:52
Thanks Grahf :) I'm planning on making a SP level in the future. Currently thinking of cool ideas for it and geometry.
-Method
Grahf
#3800 posted by ijed on 2007/09/20 01:23:29
That looks very solid - nice to know you're using Nehahra as well, it remains one of the greats.
You're going ahead with a full SP or you have grander plans?
Both good.
Orl
#3801 posted by rudl on 2007/09/20 17:58:49
You got mail
Whoa
#3802 posted by starbuck on 2007/09/21 12:24:17
Cool stuff Grahf! Looking forward to that one!
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