Komag 20 Posted August 9, 2006 Report Share Posted August 9, 2006 Maybe, but a lot of people don't upgrade their PCs very often, so many will still have what they have right now. A good target is probably something like a GeForce 6800, since those will cost around $40 in two years. Quote Link to post Share on other sites
Arumakani 0 Posted August 9, 2006 Report Share Posted August 9, 2006 Hopefully the editor will be released next year. What do you reckon? Maybe maps etc later on? 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
Dram 123 Posted August 9, 2006 Report Share Posted August 9, 2006 Hopefully the editor will be released next year. What do you reckon? Maybe maps etc later on? Perhaps > Quote Link to post Share on other sites
Gildoran 0 Posted August 9, 2006 Report Share Posted August 9, 2006 I don't know if it's wise to get peoples' hopes up so soon... there's still a lot of things that need fixing and polishing. Quote Link to post Share on other sites
Dram 123 Posted August 9, 2006 Report Share Posted August 9, 2006 I was teasing Quote Link to post Share on other sites
Mr Mike 11 Posted August 13, 2006 Author Report Share Posted August 13, 2006 Guys, I'm getting a few probs with textures on capped areas. Sometimes they look fine and work as expected, Other times they just look mush and, what ever i try, I cant improve them and usually end up rebuilding the patch from scratch... any ideas? Like that^^! Quote Link to post Share on other sites
SneaksieDave 40 Posted August 13, 2006 Report Share Posted August 13, 2006 I'm assuming you're talking about the texture alignment? That can be a bitch for patches. Sometimes it's very easy and natural, other times, you struggle with it a long time and it still isn't quite right. Here's some of what I've learned over time. First select just that face of the patch - select the patch and then tab around. Once on the right face, first try the surface inspector (s) possibilities - namely natural and fit. If those don't serve well, you might try cloning a texture from a co-planar (or as close as possible) brush. By this I mean, for your inward bevel in the arch, you might clone the texture right off the face of the building. Do that with middle click on the building face brush. That will make it assume the same orientation and scaling as the wall, which, since your bevel cut is not drastic, might work just fine with minimal distortion. Other times, like with a full arch of 45 or 90 degrees, you're going to have trouble with that technique; some parts of it will align and look fine, and then the parts that are 45 or 90 degrees different will look stretched and distorted as hell. At that point, you can try using multiple patches, or someway, somehow adjust the patch properties (shift s) till you get something good. The latter method is not recommended if you value sanity. Frankly, I don't even know what the "S" and "T" fields are, but when the texture looks right, they're always some wacky numbers like -0.1743432 and 19.434442 Good luck. And if you figure out the definitive Master Secret of Patch Texture Aligning, do tell the rest of us. Quote Link to post Share on other sites
Gildoran 0 Posted August 14, 2006 Report Share Posted August 14, 2006 Are you using an editor other than D3ed? When I try selecting a patch mesh then pressing tab a few times, nothing happens. I suspect S and T are related to the U and V in UV mapping. My guess is that they're coordinates in texture space for each of the vertices. Quote Link to post Share on other sites
SneaksieDave 40 Posted August 14, 2006 Report Share Posted August 14, 2006 Try it with a thickened simple patch mesh, or a cylinder with end caps. Perhaps it's only on patches that "need" that function (due to texturing complexity), or on complex multi-part ones. Seems like a pretty dumb reason though. But it's definitely in regular old D3Ed; I use it all the time. Yep, S and T are probably exactly that. I read about them in a tutorial some months ago, but haven't looked it back up. I usually just use the methods above to texture, and if numbers like 3.9801223123 are going to be needed, they're of little use anyway. There's that 'patch tower' tutorial that guy made on d3world.org, and even trying to duplicate his texturing by copying those numbers exactly didn't work, so I've not been too hung up on those values. Instead I ended up retexturing the tutorial end result, and getting what I consider a better result, because it's not just mirrored like his. Took me forever fiddling around with it though. As oDDity once remarked, (something like) it's like trying to sculpt with a chainsaw and a sledgehammer. Yup, that's about it! Quote Link to post Share on other sites
Dram 123 Posted August 14, 2006 Report Share Posted August 14, 2006 I had EXACTLY the same problem on the mansion I'm working on. I solved it by just cloning and chaning it around a bit. But what I suspect is happening for you there is the same effect that happens when you try and align a texture on one berush with another brush via middlemouse. Basically it seems to try and align it. This works fine in editor but BSP-ing rejoins surfaces that match with the texture (are aligned) and do not form an acute angle if joined together. So what you can try (I have'nt confirmed this but it's a theory [have'nt been able to stuff up a patch again, never happens when you want it to]) is to disalign the texture very slightly. Try it out and tell me what it did, hopefully this is the solution to this annoying crap. Quote Link to post Share on other sites
Mr Mike 11 Posted August 14, 2006 Author Report Share Posted August 14, 2006 Unfortunately Dram, this problem is present both ingame and the editor so that solution isn't applicable. It's a neat trick though so I'll keep it in mind for future problems I've had a play with the area today and I can get one side looking fine but the other side won't be right... duplicating, from scratch, you name it. Decided to knock that little idea on the head and build some simple columns instead. Was really only going for a fancy archway to experiment a bit with patches anyway. I love the fact that no one mentions my neon glowing steps in the lower right! It's actually just a texture I use to help block out a room as I create. It isn't reactive to light yet shades on the degree of angle so is very easy to see what you're doing... a neat little trick I thought Quote Link to post Share on other sites
New Horizon 539 Posted August 14, 2006 Report Share Posted August 14, 2006 I love the fact that no one mentions my neon glowing steps in the lower right! It's actually just a texture I use to help block out a room as I create. It isn't reactive to light yet shades on the degree of angle so is very easy to see what you're doing... a neat little trick I thought I had noticed that and thought it was a great idea. Would you post the texture, I think it's something we should incorporate into our resources. By the way, this is really great work. I'm going to move you into our application forum. Quote Link to post Share on other sites
Mr Mike 11 Posted August 14, 2006 Author Report Share Posted August 14, 2006 I had noticed that and thought it was a great idea. Would you post the texture, I think it's something we should incorporate into our resources. Actually, it's a standard doom3 texture. Just use materials/shaderdemos/cubemap Kind'a found it by accident but it's prooving handy. The clean pak files seem to cause it to display oddly though and I've not looked into why that is so far. I'm stoked you're considering me for application, this is the reason I'm doing this after all, and hopefully I'll have something a bit more substantial to show you soon Mike Quote Link to post Share on other sites
SneaksieDave 40 Posted August 14, 2006 Report Share Posted August 14, 2006 Don't know if what I said fell on deaf ears, but... Quote Link to post Share on other sites
Mr Mike 11 Posted August 14, 2006 Author Report Share Posted August 14, 2006 Don't know if what I said fell on deaf ears, but... Woops, absolutely not Sneaksie. Infact I tried out the TAB method to cycle through the surfaces and it helped me fix a few niggling problems I had with another patch. Read your comments before work and forgot to reply, that's all Quote Link to post Share on other sites
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