Oh Well
#6753 posted by negke on 2010/07/06 22:51:46
Done
#6754 posted by madfox on 2010/07/06 23:26:15
as far as I can see.
towards which down
under I'll agree.
Nice...
#6755 posted by generic on 2010/07/06 23:36:28
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety?
Negke
#6756 posted by JPL on 2010/07/07 12:18:41
hhhmmmm looks really nice.. a bit dark though...
Negke
#6757 posted by Lardarse on 2010/07/07 12:30:44
Feels very e4m4...
Guys
#6758 posted by spy on 2010/07/07 17:52:56
how you're make that arch rotated at 45 degrees
with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass
Ps
#6759 posted by spy on 2010/07/07 17:54:52
btw , negke the screenies look very kewl, cant wait to grab the (finished) map
#6760 posted by Zwiffle on 2010/07/07 18:18:44
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care.
#6761 posted by gb on 2010/07/07 21:15:02
ooo, scaled textures.
#6762 posted by negke on 2010/07/08 08:27:31
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.
The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.
spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding.
Thanks Guys
#6763 posted by spy on 2010/07/08 12:20:11
i'd hoped there is some easy way to make such arch
Hmm
#6764 posted by nonentity on 2010/07/08 18:22:24
tbh I'd say Zwiffle's way is less likely to cause errors, but it requires being able to 3 point clip accurately (not that difficult tbh)
Hmm
#6765 posted by nonentity on 2010/07/08 18:23:02
Nice map btw, liking the prevalance of 45 degree angles
45-degree Arches
#6766 posted by metlslime on 2010/07/08 19:52:37
You should be able to just build regular arches out of six-sided brushes (where the top view of each brush looks like a box, and the side view shows that the bottom of each box is slanted appropriately) and then skew them in radiant to get it onto a 45-degree angle.
If you use spog/czg style 12-sided cylinder dimensions, you should be able to keep things on a large grid value even rotated.
So..
#6767 posted by negke on 2010/07/08 20:14:35
how do you use the third clip point then?
Actually..
#6768 posted by metlslime on 2010/07/08 21:45:42
i never use 3-point clipping as it's too awkward to use (always appears at the 0 on the hidden axis, instead of somewhere on the surface of the brush.)
I primarily use edge draging and skewing to make most shapes. Occasionally vertex dragging, but that is only really useful on certain shapes (like wedges and spikes.)
Omg!
#6769 posted by bal on 2010/07/08 23:52:04
This isn't actually a map, but it's in Unreal, and it's the closest thing I've done to mapping outside work in a looonng time.
http://born-robotic.net/stuff/platform_01.jpg
All very much work in progress of course, no texture work yet (just normal and ambient occlusion maps).
3 Point Clipping
#6770 posted by megaman on 2010/07/09 00:43:40
the three points define a plane that clips :o
basically, the first two set up an axis and the third generates the plane through it
Megaman:
#6771 posted by metlslime on 2010/07/09 04:09:14
not sure if you're responding to negke or me, but i know what 3 point clipping is, i just don't use it because the UI is cumbersome (have to either drag all three points hundreds of units until they are on the brush, or move the brush to the world origin before clipping and then back to the proper location.)
More Messing Around
#6772 posted by Jago on 2010/07/09 04:14:28
#6773 posted by negke on 2010/07/09 06:49:42
megaman: I've had it with these motherfucking clips on this motherfucking plane! :P
Bal: Omg!
Jago: What's with that ramp/stairs thing - bricks?
Friction: Isn't it time for your annual posting of the same three D3 shots?
#6774 posted by JneeraZ on 2010/07/09 14:07:06
Bal
NICE work. Very Shadow Complex mixed with Half-Life feel going on there.
Bal
#6775 posted by nitin on 2010/07/09 16:30:23
texture it please, you know it already looks great.
Unreal Bal
#6776 posted by madfox on 2010/07/09 21:36:51
Makes me feel as if I'm in the Mystery of the Sith's fallen spacecraft.
Oms2 Shots
#6777 posted by Orl on 2010/07/13 01:41:19
As promised, here are a few screenshots of my upcoming map. The map itself is finished, unfortunately it exceeds quite a few of Quake's raised limits. (marksurfaces, nodes) and needs more time for optimizing and pruning, as well as beta testing.
So here are a few shots that should tease your taste buds, and what to expect.
http://qrf.mine.nu/~orl/oms2s1.jpg
http://qrf.mine.nu/~orl/oms2s2.jpg
http://qrf.mine.nu/~orl/oms2s3.jpg
http://qrf.mine.nu/~orl/oms2s4.jpg
http://qrf.mine.nu/~orl/oms2s5.jpg
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