RPGista Posted January 13, 2012 Report Share Posted January 13, 2012 Indeed, good work, but I wouldnt mind seeing a bit more random subtle deformation on the hedge volume, most of it seems constrained to the horizontal plane so far. And like Baddcog said, watch out for warped texture mapping, but also, the scale - if you look at the size of the bench or the lamp nearby, you'll notice that pretty much all textures are way off, too big. If a normal bench is around 40-50 cm high, some of those rocks on the floor look like being 2 plus meters wide. Leaves shouldnt be much bigger than 5-10 cm each (2 - 4 units), so thats a reference too. Models are a good way of keeping the scales more or less correct. Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted January 13, 2012 Report Share Posted January 13, 2012 SirTaff, would you like me to make an example hedge wall so you know what I mean..? Also the scale on the pavement is too hight and that grass to bright.. Quote Link to comment Share on other sites More sharing options...
Sir Taffsalot Posted January 13, 2012 Report Share Posted January 13, 2012 @ Biker - yes I would really appreciate an example please. Yeah this city section is still a work in progess but thanks for pointing those things out. Thanks to everyone who's offered me advice. It's all been helpful. Quote "I believe that what doesn't kill you simply makes you... stranger" The Joker Link to comment Share on other sites More sharing options...
Serpentine Posted January 13, 2012 Report Share Posted January 13, 2012 I have some pretty nifty new hedge textures, I dont think they made it into 1.07... still not sure I'm happy with them Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted January 13, 2012 Report Share Posted January 13, 2012 @ Biker - yes I would really appreciate an example please. Yeah this city section is still a work in progess but thanks for pointing those things here yer go, just remove the .txt from the end of the file name and yer good to go ;-)hedge.map.txt Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted January 13, 2012 Report Share Posted January 13, 2012 I have some pretty nifty new hedge textures, I dont think they made it into 1.07... still not sure I'm happy with them Well lets have a then mista.. Quote Link to comment Share on other sites More sharing options...
Sir Taffsalot Posted January 15, 2012 Report Share Posted January 15, 2012 That hedge is beautiful Biker. Thanks for that. Quote "I believe that what doesn't kill you simply makes you... stranger" The Joker Link to comment Share on other sites More sharing options...
RPGista Posted January 15, 2012 Report Share Posted January 15, 2012 Stole it too, hope you guys wont mind! Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted January 15, 2012 Report Share Posted January 15, 2012 No probs thats what ist there for, you will have to make the position of the patch models a lot more random than I did because when you look along the length of the hedge you can see the repeating pattern. But then I whipped that up in under 2 hrs, so you gets what yer gets ;-). Everyone one is free to use the little garden, which iis the same of all my missions, just creds me when you use something I have made etc. Quote Link to comment Share on other sites More sharing options...
Glyph Seeker Posted January 15, 2012 Report Share Posted January 15, 2012 Biker is kredit to team Quote "No proposition Euclid wrote,No formulae the text-books know,Will turn the bullet from your coat,Or ward the tulwar's downward blowStrike hard who cares—shoot straight who can—The odds are on the cheaper man." From 'Arithmetic on the Frontier' by Rudyard Kipling Link to comment Share on other sites More sharing options...
PranQster Posted January 15, 2012 Report Share Posted January 15, 2012 here yer go, just remove the .txt from the end of the file name and yer good to go ;-) Ooh. I'm going to use this to finally learn how to blend the stone and grass edges. I had tried what I found in the wiki, but failed to make it work. Maybe this will clue me in to what I need to do. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
Bikerdude Posted January 16, 2012 Report Share Posted January 16, 2012 Ooh. I'm going to use this to finally learn how to blend the stone and grass edges. I had tried what I found in the wiki, but failed to make it work. Maybe this will clue me in to what I need to do.The key arg to make it work is shaderparm3 with values 0-0.99. The only issue I had was getting the texture to evenly spread on the circular ring patch, but I suppose what you could do is bend a straight patch into a circle.... The only other thing i did was place a smaller ring above the first and applied a nodraw_stone texture to it. Quote Link to comment Share on other sites More sharing options...
PranQster Posted January 16, 2012 Report Share Posted January 16, 2012 The key arg to make it work is shaderparm3 with values 0-0.99. The only issue I had was getting the texture to evenly spread on the circular ring patch, but I suppose what you could do is bend a straight patch into a circle.... The only other thing i did was place a smaller ring above the first and applied a nodraw_stone texture to it.Thanks. Yes, I looked at it last night and saw the shaderparm3 value, which I had not done in my previous attempt. Thanks also for the tip on using the nodraw_stone patch as well... otherwise I'd probably end up with grass sound since my stone path would be a func_static. Now I think I just need to see if there is a texture for the end of the path so I don't have an abrupt change from stone to grass. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
Bikerdude Posted January 17, 2012 Report Share Posted January 17, 2012 Now I think I just need to see if there is a texture for the end of the path so I don't have an abrupt change from stone to grass. there are a bunch of pre-made path textures for you to use, I suggest you make a basic test map so you can check all the different textures - I say this because you cant tell visually from the media browser in DR. Quote Link to comment Share on other sites More sharing options...
PranQster Posted January 17, 2012 Report Share Posted January 17, 2012 Yeah. I'll have to do that so I can dmap really fast. I tried out a couple already. I had started with the mossy cobblestone texture in an area where my town ends and forest begins. But I had a f*#k of a time getting the cobblestone texture of my street and the path to be the same size, etc. so I gave up and am now working on a way to have the cobblestones end and then a dirt path take over. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
Jesps Posted January 20, 2012 Report Share Posted January 20, 2012 After taking a break from DarkRadiant after the seasons contest, I have started on a new map. It is a Builder church Here are som wip shots: The courtyard: Inside (the light is still very wip): 3 Quote Link to comment Share on other sites More sharing options...
grayman Posted January 20, 2012 Report Share Posted January 20, 2012 Very nice. I like the hammer cutouts in pic 3. The dirt people will be here soon, though, calling for more dirt. Quote Link to comment Share on other sites More sharing options...
Mortem Desino Posted January 20, 2012 Report Share Posted January 20, 2012 That's some lovely building design in pic 1, Jesps. Quote yay seuss crease touss dome in ouss nose tair Link to comment Share on other sites More sharing options...
Shadowhide Posted January 20, 2012 Report Share Posted January 20, 2012 yeah,it looks too clean Quote Proceed with caution! Link to comment Share on other sites More sharing options...
Springheel Posted January 20, 2012 Author Report Share Posted January 20, 2012 Very nice! Love the gate. We've seen a fair number of churches already, but this one has a little something that makes it unique. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
SiyahParsomen Posted January 21, 2012 Report Share Posted January 21, 2012 sweet shots Jesps! Quote Link to comment Share on other sites More sharing options...
Sotha Posted January 21, 2012 Report Share Posted January 21, 2012 Nice!Simple yet elegant, probably performes well, too. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Bikerdude Posted January 22, 2012 Report Share Posted January 22, 2012 Very nice Jesps... Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 22, 2012 Report Share Posted January 22, 2012 Looks like you've forged a distinctive art style that continues with similar architectural motifs as Rake Off. Very nice! Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
LordSavage Posted January 22, 2012 Report Share Posted January 22, 2012 After taking a break from DarkRadiant after the seasons contest, I have started on a new map. It is a Builder church Here are som wip shots: The courtyard: Inside (the light is still very wip): Very nice! I don't think it's too clean ( I see dirt on the floor near the gate ). The builders love their buildings so they clean it and there is no dirt. Quote Link to comment Share on other sites More sharing options...
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