Xen
#683 posted by
R.P.G. on 2004/03/08 09:52:37
That never stopped Romero.
#684 posted by
- on 2004/03/08 10:08:17
Age of consent didn't stop him either, doesn't make it right.
...
#685 posted by
R.P.G. on 2004/03/08 10:36:27
You're just bitter because he said he loved you only so he could get in your pants.
Mainly Textfitter All The Time
#686 posted by
madfox on 2004/03/08 10:45:11
Sorry, but that wall texture is in a corner
shape, so it does align right.
I wondered about the light thing, because playing it in Argh range 0.5 made the weapons look brighter, but dimmed the textures.
I believe original Quake1 is much darker.
But thanks for your attention.
For days no sign on this board, and than get
haunted by those splendid Q3 shots, it is more than a Q1 dude can bear.
Bleh
#687 posted by
xen on 2004/03/08 13:30:54
Madfox, I mean like this:
http://xen.quakepit.com/MF1a.jpg
...as opposed to this:
http://xen.quakepit.com/MF1b.jpg
..which most of your shots seem like.
Looking Good Xen!
#688 posted by
- on 2004/03/08 14:14:12
The second shot is showing tons fo inprovements, you may yet make a good map!
Scampie
#690 posted by
xen on 2004/03/08 17:22:15
You may yet produce a simple one-line post without two blatant typos in it!
Btw
#691 posted by
xen on 2004/03/08 17:49:44
The map is coming on top notch; you think the last shot showed improvements, check this!
http://xen.quakepit.com/MF1c.jpg
:D
Don't Butvise
#692 posted by
madfox on 2004/03/08 18:47:18
thanx xen, now I know what goal you aimed.
But as I just mapped on for the joy, I now overcome to problems like that.
As soon as I change one brush, all the others start misaleigning on me.
And then there is that odd attitude of brushes with three or sometimes four different texture aleignment within one brush!
Lol
#695 posted by
. on 2004/03/10 06:05:50
Reminds me of Q2 basketball, that was kinda fun.
Odd Texture Shape
#696 posted by
madfox on 2004/03/11 08:56:22
I see Quark produce polyhedrons with three different texture shapes. First I thought it was due by copying, but replace them with another one leaves me with this odd effect.
Digitalis
#700 posted by
madfox on 2004/03/12 23:08:57
Post # 698
#701 posted by HeadThump on 2004/03/13 01:34:08
Something about that scene makes me want to put a flamethrower to it.
Ah, I Know What It Is
#702 posted by Headthump on 2004/03/13 01:41:12
my freakin allergies are spazzing out just looking at it.
Post #698
#703 posted by
Fern on 2004/03/13 06:13:26
is that the latest installment of Asaki's grass game?
MadFox...
#705 posted by
distrans on 2004/03/13 22:21:10
...please consider using mouldings to frame the door/window apertures, texture alignment mismatches are really only acceptable in speedmaps these days. In the last shot, is one face of that waterfall travelling up and the other down? Otherwise, love the scale but more detail please.
The Lycos-site Be Thanked
#706 posted by
madfox on 2004/03/13 22:50:45
Its a map I scaled up, therefore the loss of detail becomes noticeable. And due to that fact I had to enhance the lights, made the total to :612 entities read, 200 are lights.
There are 1137 polyhedrons, and the bsp becomes
2.324kb
So I could make more detail, but I play it more for the gameplay.
And then there is that strange effect I asked before with brushes giving three different texture lines. Hardly to put one right without disordering the other...
OK...
#707 posted by
distrans on 2004/03/14 01:43:13
So I could make more detail, but I play it more for the gameplay.
I try for a balance between detailed looks and good gameplay, but it's your call...
And then there is that strange effect I asked before with brushes giving three different texture lines.
OK, now I understand what you mean. Sometimes textures line up "naturally", especially when one is using blocks on a grid size that's comparable to the texture size. The only tweaking one need do is reversing two of the vertical faces so that the texture "faces" the same way all around the brush. However, if one starts to angle brush surfaces off the 90 degree either vertically or horizontally then one may need to:
a) move,
b) reverse,
c) rotate,
d) all of the above
textures on particular faces to get things to line up. I find this relatively easy to do in Worldcraft by selecting the offending face, hitting "shift+A" and using the various options found therein.
One other option (which would work in cases like picture 5) is to use door and window surrounds made with plain textures whereby the misalignments "disappear" because of the lack off highly distinguishable texture features (joins etc.). Another option (that would work in say picture ten) is to "cap" low walls with a plain textured brushwork.