I Haven't Used The Latest Versions
#4787 posted by
HeadThump on 2008/06/27 02:29:09
of Max nor Maya. I have older versions of both on disk but haven't bothered to install on this system as Blender suits my needs. Blender is easier to use than any of the previous versions of Max, and the tools set is modern enough for what I want to do with it.
There is a learning curve with animation, but modeling is easy. I'll give you a quick lesson now that will be useful in 90 percent of what you do in Blender.
See that cube up in the middle of the screen at start up? Notice the interface beneath, it says object mode on the menu bar. Press the tab key, now it flips into edit mode. Press the little hand that you see on menu tab. Now the green and arrows surrounding the cube are gone. I get rid of these first thing for no other reason than they annoy the fuck out of me.
Look farther down the menu bar, and you will see a triangle. Press that, and you are now in face mode (vertice manipulation is the starting point in edit mode). Now press your alt key down and at the same time press the left mouse button. The view point rotates around now. Play with it until you get a good view of the top cube face. Now move the cross hairs over to the face, press the right mouse button. It will highlight that face. Press the E key (for extend), and then you can move the mouse up and down to extend the new poly you have created. Pressing Y, X and Z will alter the direction of the extension.
Other buttons that are useful, 's' for scale, 'g' for get and 'r' for rotate, and space bar menu-ed options. Master these functions and the work flow will flow.
To manipulate the perspective use the 1, 3 and 7 keys, and you will get top, front, and right views. CTRL key + 1 or 3 or 7 will show you the back face of each of those perspectives. The other numbers have similar functions worth exploring.
CTRL + alt + LeftMB will allow you to zoom in and out. CTRL + Shift + LeftMB will allow you to slide the screen like a sliding bar.
Lun
#4788 posted by
negke on 2008/06/27 08:26:22
(Sorry for the lame attempt at a joke. Was spoilt be the other guy and blah)
A few minor things I noticed:
There's a portal issue (two missing faces) in the lava near the lower SNG.
Some misaligned textures: lava hole (Quad), blue light trims. It would look better if the textures on the 45� faces were scaled to 0.75, though it would probably mean too much additional work to make their edges fit with the adjacent ones.
There's a hollow space under the upper RL.
Not really necessary, but what about sky textures behind the teleporters to remove bullets?
I like the way the Quad is placed, it's much better than before - reduces the chances of permanent Quad rape.
Beta-testers Wanted
#4789 posted by
rj on 2008/06/27 20:25:54
just about gotten this badbwoi to the beta stage and could use a couple of volunteers to steer it in the right direction. only needs a fullvis (which i'm gonna do tonight)
http://isoterra.co.uk/stuff/e2m5/e2m5rmx.htm
(as you can probably tell from the screenies it doesn't follow the original too religiously, but the base layout is there)
This Board Needs An Edit Function
#4791 posted by
rj on 2008/06/27 20:28:40
i was going to add... if anyone fancies volunteering then let me know what email address to post it to.
Looks
#4793 posted by
ijed on 2008/06/27 21:10:09
a bit Insomnia.
Sorry, but can't test.
Look forward to the map though.
Rj
#4794 posted by Tronyn on 2008/06/27 23:40:44
oh god yeah. The original is one of my favourite original maps, and that looks amazing.
Not testing though :)
Looking Forward To That RJ
#4797 posted by
HeadThump on 2008/06/28 02:04:24
Rj
#4798 posted by
Lardarse on 2008/06/28 02:24:13
I will test - my listed e-mail address is the one to use.
Negke
#4799 posted by
Lunaran on 2008/06/28 03:42:45
are you critiquing my texture alignment under the lava?
.
#4801 posted by
necros on 2008/06/28 08:51:40
rj, those shots look pretty bad ass :) i like your use of trim and the semi-circlular room (top right shot) looks sweet
#4802 posted by
rj on 2008/06/28 09:54:53
fankoo people :D
jago, sielwolf, lardarse.. email on its way :-)
Received, Preparing Reply Now
#4803 posted by
Lardarse on 2008/06/28 10:58:22
Btw, you'll need DarkPlace to view my firstrun demo. Hope that isn't too much of a problem.
Wewt
#4804 posted by
Blitz on 2008/06/28 13:44:35
Lovin' the look of that rj! Should be interesting to compare to the original :)
Some more of my UT3 DM map
http://img299.imageshack.us/img299/4326/attachmentid6.jpg
Lun
#4805 posted by
negke on 2008/06/28 17:22:41
Yes, it's a place players can and do reach. I meant some of the rivets on the slanted edge of the hole.
I Have
#4806 posted by
Jago on 2008/06/29 01:05:43
no clue what I am doing whatsoever:
http://jago.pp.fi/images/UED.jpg
I See
#4807 posted by
bambuz on 2008/06/29 01:19:10
That red brick wall is the staple.
#4808 posted by
JneeraZ on 2008/06/29 01:20:14
Hey, looks like a start. To something. :)
Jago
#4809 posted by
ijed on 2008/06/29 01:32:55
Run with it. If nobody ever did nothing would ever get done.
New Qonquer Arena - Beta
#4810 posted by
JneeraZ on 2008/06/30 01:37:20
This probably won't see the light of day because I have apparently broken the Quake engine in some way. r_speeds are high (so don't use the software renderer!) and it's just -- slow.
I think there's either too much detail or I'm not allowed to use func_doors of this size. ANYWAY, download it if you want to take a look at what I've been hacking on for the last little bit:
Doom Arena
http://wantonhubris.com/qonquer/levels/DoomArena.zip
It's textured in Doom2 textures just to prove what a huge hypocrite I am.
Oh and if you don't have Qonquer, grab it here:
http://wantonhubris.com/qonquer/Qonquer.html
Again, this currently runs very slowly and I'm not sure that I'm going to finish it but I thought I'd give you guys a peek anyway.
I've always wanted to do a Qonquer level along these lines. Like a larger structure that slowly unfolds. I also thought the zombie minions were neat. Not all that effective as fighters but the fact that they keep getting up kicks ass.
Willem
#4811 posted by
Sielwolf on 2008/06/30 03:11:47
Finish it ! The way the Doom textures are used and how it unfolds is totally kick ass. Runs a bit sluggish as you mentioned, but it's very playable.
Though it would be nice to have one box of rockets and more cells, these are needed around wave 15 where the multiple Shambler spawns kick in.
The rocket launsher wouldn't seem out of place either with the heavy monsters; it'd be also easily possible to rocketjump to the rafters - collecting the ammo and admiring the infights is fun :)
The detail on the floor is nice, but I hanged a few times there, and some more expansion on the side with the many teles would be great. Cool map.