I Have The Wad File At Home As Well ;)
#3991 posted by czg on 2007/10/22 15:20:04
I have the wad file at home as well ;)
Here's A Tank:
#3992 posted by RickyT33 on 2007/10/22 17:24:51
#3993 posted by PuLSaR on 2007/10/22 18:15:50
lol
Orbs
#3994 posted by Shambler on 2007/10/23 09:59:38
Are the new crates.
Oops...
#3995 posted by distrans on 2007/10/23 11:00:51
...getting ahead of myself there :) Hex One indeed. I sure hope NotRay is doing some work on Hex Two.
Anyhoo, I'll shoot it through to you tomorrow JPL. Along with some others that might suit.
Distrans
#3996 posted by JPL on 2007/10/23 11:27:31
Thanks a lot, I''l look forward patiently to your mail... you rock !
JPL
#3997 posted by RickyT33 on 2007/10/23 15:11:43
I like the way you use minlight and sunlight to light your map.
About Tanks Prefabs
#3998 posted by JPL on 2007/10/23 23:27:20
Well, I checked the textures placement of the tanks, and unfortunately, they are completely misaligned, so I have to re-texture both of them completely: it sucks...
hhhmmm, at this point I'm able to rebuild them properly (grid aligned) and also to use HL texture set only....
wait and see
Oh, and Ricky, FYI: sunlight equals 150, and minlight equals 25... ;)
Hmm
#3999 posted by RickyT33 on 2007/10/24 12:09:54
Do you mean the prefabs aldreadt had misalligned textures?
If you just mean the allignment got screwed up when you were positioning them I would just like to say that I had many problems like that in Worldcraft 1.6 but in 3.3 it is all fixed!!
Anyone who is thinking of upgrading to 3.3 ( with the Quakeadapter) I would highly recommend it.
Or am I the only person who was still using 1.6?
Well... I Am Not Sure...
#4000 posted by JPL on 2007/10/24 13:02:08
The tank prefab I used comes from an HL prefab library, and I guess textures alignment has not exactly the same format in HL .map compared to quake .map.. (not sure...) . so either it was already completely crappy, either the .map import failed somewhere (I'm more "confident" with this possibility)
So now the story is, how much time will I need to realign to grid all polygon corners, and then retexture it properly
Also, when I said I'd like to use HL texture set only it was not only for the tanks, but also globally for the all map.... as I did for SRC and Five Rivers Land that use Doom3 texture set...
I'll see later if it fits or not ;)
Often If All Textures Are Slightly Misaligned
#4001 posted by bambuz on 2007/10/24 15:16:36
you can take off texture lock and move the whole object/assortment of brushes so they match, instead of moving all the textures, which is much more tedious. Then put texture lock on and put the object where you wanted it. But everybody probably knew this trick.
Bambuz
#4002 posted by JPL on 2007/10/24 16:21:04
It is not enough as some textures have also rotated: don't ask me, I don't know why...
Anyway, I will have some nice tank prefabs at the end: this is the most important ;)
Tank
#4003 posted by -_- on 2007/10/25 00:54:27
#4004 posted by Trinca on 2007/10/25 01:14:50
sexyyyyyyyyyyyyyyyyyyyyyyyyyyyy
Jpl
#4005 posted by necros on 2007/10/25 01:16:42
you might have more luck if you did your tank as a model (mdl) and then just make it nonsolid and use clip brushes to block out the basic shape so the player can walk on it.
mdl can be a lot more detailed, texture alignment isn't a problem, and it won't affect qbsp or vis. only thing is light, as it won't cast or receive shadows.
but with mdl, you could even make it move around and stuff (like if you had some in the distance or something).
Supertank
#4006 posted by metlslime on 2007/10/25 01:31:39
is cool.
P.S. there are a couple of Q2 textures that could pass for tank/catepillar treads. Maybe you could try those.
Wow
#4007 posted by PuLSaR on 2007/10/25 02:04:45
tank is true!
Supertank Is Badass
#4008 posted by starbuck on 2007/10/25 10:57:57
I propose that we only map tanks from now on.
WoW
#4009 posted by JPL on 2007/10/25 12:18:39
Really nice indeed !
Now That's A Quake Tank
#4010 posted by ijed on 2007/10/25 14:22:19
Yeah
#4011 posted by negke on 2007/10/25 16:33:23
Just as a reminder: SM138.
MATSP3 - Q1 Sp Level
#4012 posted by MaTi on 2007/10/25 21:51:07
vehicle made from brushes - 1st try to make a texture (that part with logo) and I have to align it better in photoshop and add rest of the parts...
http://level-design.org/flyer.jpg
and a part of the map with details (roof have to many brushes - it have to be changed :()
http://seir.level-design.org/portfolio/matsp3.jpg
Looks Muted
#4013 posted by bambuz on 2007/10/25 22:01:18
but that could be good once the lighting is in! Hope it won't be too open in the final version.
The rocks look quite cool too, some nice environments to move around in and kill monsters, with all the passages, ramps and columns etc... that could possibly work in multiplayer too.
Very Brown
#4014 posted by ijed on 2007/10/25 22:05:48
But looks quite nice - the second shot is an internal?
Looks Q2 style as well. Maybe try using some (subtle) coloured lights to offset the texture set - yellows and reds.
I Was Going To Say
#4015 posted by Fern on 2007/10/26 02:31:13
...that your engine sucks until I realized it was a worldcraft shot. :) Looks pretty good - the rocks especially are natural and quake-y.
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