Author Topic: 24 Hour map  (Read 23932 times)

OhaiReapd

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Re: 24 Hour map
« Reply #30 on: October 23, 2010, 04:28:20 am »
Thanks First


oh and thanks Plague bringer! i didn't notice that

PS: i'm almost done with texturing, detailing here i come!

Yes! Btw Tam, The file size is too big to upload for ALOT of the clips, can you just use it and do the montage? Sorry I was at a football game and am going to a bonfire. I'll be on TS in like 2 hours!!

Tamaru

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Re: 24 Hour map
« Reply #31 on: October 23, 2010, 05:00:08 am »
alright i'll be on teamspeak all night brother, see you soon!


updates:


Tamaru

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Re: 24 Hour map
« Reply #32 on: October 23, 2010, 05:13:20 am »
i'll start texture work in 20, gone for food!

Firstinaction

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Re: 24 Hour map
« Reply #33 on: October 23, 2010, 05:45:16 am »
Hay Here is a pointless question But Do most people start off with caulk texture or just make a room at the beggining and texture it from right there?

Tamaru

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Re: 24 Hour map
« Reply #34 on: October 23, 2010, 06:04:40 am »
you always start off with caulk then use crtl+shhift+click to texture all visable faces, it makes it max fps if you want detail


so yea, the way i got is i do the whole map then texture then lighting/details with 4 compiles

1. initial texture test
2. lighting test
3. final details and func_ or trigger_ tests
4. Final version

Knowitall66

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Re: 24 Hour map
« Reply #35 on: October 23, 2010, 06:42:40 am »
Hay Here is a pointless question But Do most people start off with caulk texture or just make a room at the beggining and texture it from right there?
Depends on the person. My personal preference is to texture as I go, reason being that I can't really visualize the map when it's all caulk.


Tamaru, you really need to clean up your brushwork, I'm seeing plenty of intersecting brushes.

Tamaru

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Re: 24 Hour map
« Reply #36 on: October 23, 2010, 06:54:12 am »
i'm terrible on texturing >.<





:/

your face

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Re: 24 Hour map
« Reply #37 on: October 23, 2010, 07:00:45 am »
That's what happens when I caulk my entire map before texturing.  It all looks pretty in caulk, but when adding the textures, it gets really difficult to make look good.  It looks like you need to add trim to your brushes.  You are relying too much on face-texturing.
spam spam spam, waste waste waste!

Tamaru

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Re: 24 Hour map
« Reply #38 on: October 23, 2010, 07:05:19 am »
thanks face, progress:




Tamaru

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Re: 24 Hour map
« Reply #39 on: October 23, 2010, 07:07:07 am »
be back in 15, need more drank & food.

leave comments/crits please! i need them

Knowitall66

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Re: 24 Hour map
« Reply #40 on: October 23, 2010, 07:14:48 am »
Adjust scaling on textures so repeats aren't as obvious, rotate the crates. Keep stairs constant width, and change that texture. Also add another stair first step is too high. Needs more detail. Where are the lighting fixtures?!

CorSair

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Re: 24 Hour map
« Reply #41 on: October 23, 2010, 07:57:42 am »
And what comes for textures, check this topic for few more. http://tremulous.net/forum/index.php?topic=14411.0

And keep it up going, looks interesting... ;)

Firstinaction

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Re: 24 Hour map
« Reply #42 on: October 23, 2010, 10:00:08 am »
Yea this is looking really good. Too bad My pc is very slow and it took my mecka map to test build two dame days. (WHAT THE FREAK)

UniqPhoeniX

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Re: 24 Hour map
« Reply #43 on: October 23, 2010, 10:18:22 am »
Tamaru: I recommend you fix those overlapping brushes. Replace those wall textures (in the first screenshot with textures). Maybe also make the base room more defendable for aliens (more boxes, smaller doorways?).
Otherwise looks good for the little amount of time put into it.
Yea this is looking really good. Too bad My pc is very slow and it took my mecka map to test build two dame days. (WHAT THE FREAK)
It shouldn't take that long even on a 10 year old PC. You are doing something wrong (my guess: all brushes structural).

CATAHA

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Re: 24 Hour map
« Reply #44 on: October 23, 2010, 12:40:36 pm »
That's what happens when I caulk my entire map before texturing.  It all looks pretty in caulk, but when adding the textures, it gets really difficult to make look good.  It looks like you need to add trim to your brushes.  You are relying too much on face-texturing.
Thats why i prefer make brushes and texture them instantly. It very hard to make matching geometry and textures if you sketching whole map from caulk.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Tamaru

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Re: 24 Hour map
« Reply #45 on: October 23, 2010, 02:51:39 pm »
Thanks for all the help and support everyone, it's really helping me improve!



that was the humans base and i wanted to test a compile so i didnt a quick over texture with the stairs.. that isn't final.


also the lighting fixture i'm using is an MD3 so no worries about that.

thanks everyone! i'm having a terrible day on a personal scale but i'm still gonna try to finish this map!

Tamaru

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Re: 24 Hour map
« Reply #46 on: October 23, 2010, 03:37:24 pm »
a little update, progres and improvement on the textures?




Tamaru

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Re: 24 Hour map
« Reply #47 on: October 23, 2010, 04:04:01 pm »
some more progress, i'd like crits please and thanks guys <3 you are all helping me a lot! i'm about 75% done... lighting and some final texturing until an alpha!



CATAHA

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Re: 24 Hour map
« Reply #48 on: October 23, 2010, 04:14:43 pm »
Seems all ok, except some vertical pannels texture too stretched. Using fit? If you need fit by width and not distort by height - just copy width scale value to height scale value after fit action. =)
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Tamaru

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Re: 24 Hour map
« Reply #49 on: October 23, 2010, 04:36:32 pm »
alright thanks, that texture looks less streteched in-game and it looks decent so for now i'll leave it.


75% done with texturing! i'll compile the lighting test and skip the initial one in 30 minutes!

Tamaru

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Re: 24 Hour map
« Reply #50 on: October 23, 2010, 05:14:09 pm »
i won't finish the map at my schedueled time, i'm sorry.


i have a lot of physical and emotional stress from my personal life right now, so i will come back after i feel better.

Plague Bringer

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Re: 24 Hour map
« Reply #51 on: October 23, 2010, 05:42:20 pm »
i won't finish the map at my schedueled time, i'm sorry.


i have a lot of physical and emotional stress from my personal life right now, so i will come back after i feel better.
Hey Tamaru, you have breathed a little bit of life back into Tremulous Mapping. Take your time and deal with your life first. :)
U R A Q T

Tamaru

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Re: 24 Hour map
« Reply #52 on: October 23, 2010, 06:42:37 pm »
Thanks plague, and thanks everyone who helped me on the way along to where I've gotten with this map! it means a lot to do something in development that interests people since it is a major passion of mine.


 After some 1.2 i'll get back on development!

Tamaru

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Re: 24 Hour map
« Reply #53 on: October 23, 2010, 10:38:06 pm »
omg guess who is back!


i'm working on the final touches now!

CATAHA

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Re: 24 Hour map
« Reply #54 on: October 23, 2010, 11:27:14 pm »
Cant w8 for release )
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Tamaru

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Re: 24 Hour map
« Reply #55 on: October 24, 2010, 12:13:58 am »
i'm so exhausteeedddd but i wanna finish

Tamaru

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Re: 24 Hour map
« Reply #56 on: October 24, 2010, 12:37:51 am »





i'm done for now, i'm really stressed out from a lot of thingsand this weekend is getting worse and worse.


so i will get back on it soon.. sorry people for not hitting the deadline i had.


      Till next time,   :tyrant:Tamaru

CorSair

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Re: 24 Hour map
« Reply #57 on: October 24, 2010, 08:19:38 am »
Bleh, I can't make that much even in week. :P

But I will be waiting your finished map with patience... ;)

DraZiLoX

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Re: 24 Hour map
« Reply #58 on: October 24, 2010, 06:55:02 pm »
Wow! Are those lights over there? If they are, shouldn't you use shaders instead?

Tamaru

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Re: 24 Hour map
« Reply #59 on: October 24, 2010, 08:16:05 pm »
? what? no... shaders can emit light but that isn't enough to properly light a whole map.

and also they were for a quick test of a couple things