bob_arctor 0 Posted July 18, 2006 Report Share Posted July 18, 2006 (edited) A small section of Street I made in D3. The only major problem is that I have an artifact, some kind of bug has left this rubbish remenant in my map, despite the fact it shows up neither in the gridview or the realtime render. Copying the map into a new file doesn't solve it either! Arg! 2 enterable houses. First is a squat, not very interesting, thiefy outdoors loo with a view on the factory. Second is the posh one. Gas lights substitute for a real model. Seem okay. Did have opaque piping but it cast grim shadows and I have no gold texture so it was black, not very nice. Glass= posher. Tried to do what people said about detail, I looked at real houses and thought "Yeah they have more going on than just doors and windows. At least the interesting ones do. See the skirting boards, cornering, window sills, door surrounds etc. Mages tower. A bit of thiefy fun. I quite like the dark organic possibilities you can get in d3ed, so I put on some anus-texture (Seriously, id texture names are anustube001 etc) fleshy tubes piercing out the tower, and creepy green lighting. D3 Hell textures have some nice bits and bobs, the brickwork making up the street surface for example. I read in the wiki about how electricity in TDM travels though EM induction etc, like how transformers work, with prongs for "electricity waves" to come off. Like Thief. So I went about making some crazy pronged lamposts. I am really pleased with them. Nice off-the-wall fantasy feel. Posh house bedroom is a bit barren. As I say, models and textures limited so far. Here it is on Imageshack. Use mozilla. Edited July 18, 2006 by bob_arctor Quote Link to post Share on other sites
SneaksieDave 40 Posted July 18, 2006 Report Share Posted July 18, 2006 Very big improvement. Quote Link to post Share on other sites
sparhawk 17 Posted July 18, 2006 Report Share Posted July 18, 2006 Definitely. Quote Gerhard Link to post Share on other sites
bob_arctor 0 Posted July 18, 2006 Author Report Share Posted July 18, 2006 Ah cheers guys. But is it enough for beta mapping? Quote Link to post Share on other sites
New Horizon 539 Posted July 18, 2006 Report Share Posted July 18, 2006 Yes, looking great! Keep plugging away at it. Quote Link to post Share on other sites
Arumakani 0 Posted July 18, 2006 Report Share Posted July 18, 2006 Where did you learn this? Also how did you learn it so quickly? I'm doing Unreal stuff quite well at the moment. Quote ZylonBane's confession about himself: "What can I say, I'm a jerk. A three times all American Jerk, from Jerksville, Kentucky. Yee Haw" Link to post Share on other sites
Redface 0 Posted July 18, 2006 Report Share Posted July 18, 2006 Much better than the first time. Keep on going! Quote Link to post Share on other sites
bob_arctor 0 Posted July 18, 2006 Author Report Share Posted July 18, 2006 Well I got a great tutorial set starting with http://www.doom3world.org/phpbb2/viewtopic.php?t=3016. I did the one on basics, visportals and doors, and bending cylindrical meshes. I have also used Hammer for Source, which I found very easy, and did 2 maps on that. It was for CSS though, so not very fun, and I loathed the bugs (Doom 3 has more bugs than I'd like) which ended up ruining my maps. To be honest for my 4th proper (non tutorial) map overall it's not bad. Maybe it's just natural to me. But could I be a beta mapper? I'm quite hungry for more resources, that is more models, and other textures to augment my own. Or is another map required? Quote Link to post Share on other sites
Arumakani 0 Posted July 18, 2006 Report Share Posted July 18, 2006 Have you imported stuff from Blender etc into those maps or is it Doom3 stuff you used? Quote ZylonBane's confession about himself: "What can I say, I'm a jerk. A three times all American Jerk, from Jerksville, Kentucky. Yee Haw" Link to post Share on other sites
bob_arctor 0 Posted July 18, 2006 Author Report Share Posted July 18, 2006 (edited) Oh and I learnt how to texture though learning GIMP, and then getting texture tutorials. There is a great GIMP plug-in which converts greyscale height maps to normal maps. Invaluble. Blender?? The only actual models that are shown in these shots (more in the shabby house, but I didn't show it) there are are the shelf in the skullery. Everything else is chunky basic map objects made from primitives. I'm surprised you couldn't tell. They are very Thief II. Or do you mean windows etc? All textures are taken from real life photographs manipulated to varying degrees. Barring the D3 Hell ones: the street cobbles and the type of roof tile visible on the short bungalo. Edited July 18, 2006 by bob_arctor Quote Link to post Share on other sites
Arumakani 0 Posted July 18, 2006 Report Share Posted July 18, 2006 Bloody hell !! I have a lot to learn. I'm finding Unreal easier to approach. I reckon it's cause the book is so good: http://www.amazon.com/gp/product/067232692...1943158?ie=UTF8 Quote ZylonBane's confession about himself: "What can I say, I'm a jerk. A three times all American Jerk, from Jerksville, Kentucky. Yee Haw" Link to post Share on other sites
gleeful 0 Posted July 19, 2006 Report Share Posted July 19, 2006 Some of your texturing is still questionable, but the mapping itself has greatly improved. Weitermachen! Quote Link to post Share on other sites
bob_arctor 0 Posted July 19, 2006 Author Report Share Posted July 19, 2006 To be fair I didn't want to be a texturer. I had no choice. Any in particular you don't like? The old brick ones? Quote Link to post Share on other sites
Dram 123 Posted July 20, 2006 Report Share Posted July 20, 2006 NOW it's starting to look good. If you're using primitives in the primitives tab in D3ed no wonder you think it's buggy. Those primitives are all brushes, which leads to fuckups in geometry. If you can, avoid the primitives at all cost. For round objects use patches as they look much better, or use models. But if you must use primitives and they're causing you problems then simply select the culprit primitive and turn it into a func_static. This means that it won't be used for the bsp tree and thus means no fuckups such as bsp holes. It also means it is treated like a model unless you set in_line to 1 (don't for these things) which turns it back into brushes on bsp. In your map I would turn all of those lamps into func_statics, they will still collide properly with arrows and the like and won't cause holes. Hope that helped As for if it's beta mapper material, I would say almost And considering the speed at which you're learning it should'nt be long before you're more then good enough. Quote Link to post Share on other sites
gleeful 0 Posted July 21, 2006 Report Share Posted July 21, 2006 Any in particular you don't like? The old brick ones? If that's the old brick one then yes. In general every texture that looks like a pattern first and a real thing second. Quote Link to post Share on other sites
bob_arctor 0 Posted July 21, 2006 Author Report Share Posted July 21, 2006 Um. That is a real texture taken from a church in a Francican monestary near Charlieu, France. It needs redoing though, I see now. And maybe not being applied to a house like that. It's hard to judge these things though in the little real-time-render window, where they look great. Fullscreen 1200*1000 odd resolution is a different matter. In fact //all// the textures there are from real life sources. Old architecture has a lot of patterns. Quote Link to post Share on other sites
gleeful 0 Posted July 21, 2006 Report Share Posted July 21, 2006 Um. That is a real texture taken from a church in a Francican monestary near Charlieu, France. It needs redoing though, I see now. And maybe not being applied to a house like that. It's hard to judge these things though in the little real-time-render window, where they look great. Fullscreen 1200*1000 odd resolution is a different matter. In fact //all// the textures there are from real life sources. Old architecture has a lot of patterns. What I mean to say is: you should judge every texture solely by its ability to make you "believe" the scene. Does it look like real stone, wood, tapestry etc? Does it further your suspension of disbelief? Are you in a Steampunk-Universe? Or do you think "What the heck is that supposed to be?!" first of all. Good texturing (not necessarily the making but the good placing of textures) is half the rent for a mapper. Kind regardsgleeful Quote Link to post Share on other sites
bob_arctor 0 Posted July 21, 2006 Author Report Share Posted July 21, 2006 Gotcha. Yeah I kind of regret chosing that one now. I just wanted something that's not brick. I thought you meant like the floor mosaic in the posh house, which is a "pattern". Yeah. I agree with you now. That house has rubbish texturing. Quote Link to post Share on other sites
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