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
Wow
#6778 posted by necros on 2010/07/13 01:51:34
that looks really different!
shot2 has great use of trim to highlight the structures and shot4 is impressive with it's melding of organic and inorganic.
the lighting is kind of bland though. not much contrast and very few shadows. with all the freestanding architecture, there should be some really dramatic shadows.
Interesting...
#6779 posted by generic on 2010/07/13 01:52:24
I am not so sure about those flame textures though. Looks promising!!!
Flame Textures
#6780 posted by necros on 2010/07/13 02:05:26
it'll really depend on what it looks like animated i guess.
#6781 posted by gb on 2010/07/13 06:53:56
Looks really nice, Orl. Please don't make it ridiculously hard.
Orl
#6782 posted by JPL on 2010/07/13 08:25:58
What others said: really nice ! Can't wait to play it...
Nice Shots Orl...
#6783 posted by metlslime on 2010/07/13 08:48:58
Also they give me an idea: Someone should make an "ikred" map... to go with the ikblue and ikwhite maps already out there.
Orl
#6784 posted by negke on 2010/07/13 08:51:56
Nice one, cool shapes. The orange bricks fit well, too. I agree you might want to change the latern texture (why not use a flame mdl). Animated lavafall?
#6785 posted by Trinca on 2010/07/13 10:29:33
Orl look's awesome :)
Hope release is soon, need to kick some ass on these babys!
Bonkers.
#6786 posted by Shambler on 2010/07/13 12:26:25
That looks really cool. Love the terrain design, the broken architecture, the curves, lanterns and most of the texturing. Not sure about the blue stuff.
One thing - the trim!! Make sure it looks like actual trim that goes down a bit onto the wall, not just like something painted on the top surface.
Also nice to see well lit, clearly visible shots :).
Orl
#6787 posted by Ankh on 2010/07/13 13:48:41
This looks very good.
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