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!
Xen
#693 posted by LTH on 2004/03/09 18:37:06
I'll beta it, xen!
Ice Hockey In Quake
#694 posted by metlslime on 2004/03/10 05:01:06
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.
It's Purdy
#697 posted by metlslime on 2004/03/11 23:25:28
That's Some Great Grass
#698 posted by pushplay on 2004/03/12 01:08:08
Latest Scores
#699 posted by LTH on 2004/03/12 07:35:29
Grass 1 - FPS 0
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?
Rofl
#704 posted by LTH on 2004/03/13 09:32:19
/me hugs fr3n
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.
..and The Quake Universe Gets Bigger And Bigger & ..
#708 posted by madfox on 2004/03/14 11:08:46
Thanks for your reply Distrans, it made things a little more clear.
In WorldCraft it may be possible to clip textures, but as I am just an antique, hanging on Quark4.07 (yes) I have to find something else. Maybe it is possible in the later version
to clip textures, but I am not familiar with it.
I'll send you the level with email (if you don't mind) You may get a better opinion what is all about.
...
#709 posted by necros on 2004/03/14 11:58:51
how do you clip a texture?
How Do You Text A Paperclip
#710 posted by madfox on 2004/03/14 18:45:36
you may punch this foreigner for his lack of understatement...or his dictionary
Screenies Now Available
#711 posted by HeadThump on 2004/03/14 22:14:42
Pics of my Quake SP level in development have just been put up on the pipeline,
http://pipeline.fov120.com/shots.php4
comments welcome ;)
Hmmm
#712 posted by pope on 2004/03/15 16:52:57
some nice brushwork there headthump, but the textures seem repeated too often. (and thats coming from me!)
definitely some solid looking brushes tho
Shot Looks Very Plain
#713 posted by nitin on 2004/03/15 18:35:14
though some better lighting could cover that.
Screenshot Previews
#714 posted by JPL on 2004/03/16 01:48:31
Hello,
I've just released my first map screenshot previews last evening. I'm working on this map from 1 month. If someone want to have a look.. I know I have to improve my web page: screenshot are very small (It's still missing an enlarge function), and I'm not sure they are not too dark for some PC screen.. Anyway
Thanks for your feedback...
http://lambert.jeanphilippe.free.fr/English/Quake/Quake_uk.htm
PS: Vondur typo error is fixed now ;-))
Bye
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