Author Topic: Random Dev. Shots  (Read 1431667 times)

amz181

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Re: Random Dev. Shots
« Reply #1350 on: March 08, 2009, 02:48:15 pm »
to clip something, highlight what you want to clip.

say we have a square (in the graph view)

______________
|--------------|
|--------------|
|--------------|
|--------------|
______________

highlight the square, click on one point, and then click on another point in the graph view, the line between those to dots you have just clicked will be cut.

then hit enter, and its done. Its as simple as that.

If the dots on the below square were your your clicked points. (ignoring the apostraphes)

.______________
|--------------|
|--------------|
|--------------|
|--------------|
______________
'''''''''''.

Once you hit enter your square would be cut like this.

|\
|-\
|--\
|---\

oh and note that if when you hit enter, it cuts the other half of the square, the one which you wanted to keep. You simply just need to switch the points around, so instead of doing clicking at the bottom first and then clicking the top, you do it the other way round, then it will cut the other way.


hope it helps



==Troy==

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Re: Random Dev. Shots
« Reply #1351 on: March 08, 2009, 05:36:43 pm »
one of the really bad but easy ways of 3-point clipping is to take a cube box, rotate it as you require, and then subtract it from the brush that you want to clip.

Plague Bringer

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Re: Random Dev. Shots
« Reply #1352 on: March 08, 2009, 06:05:47 pm »
Most of the time I prefer creating multiple brushes and manipulating them to form the shape that I want. I find it offers a bit more control.
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==Troy==

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Re: Random Dev. Shots
« Reply #1353 on: March 08, 2009, 07:54:50 pm »
Most of the time I prefer creating multiple brushes and manipulating them to form the shape that I want. I find it offers a bit more control.


you can have a N-gon with 3 point clipping from just one brush. And there is no way to make it out of a box by dragging the edges/verts. If you are going to make the same out of several brushes you are increasing vert and brush count, which is always a bad idea both for render, memory usage, and having a nasty limit for those things in q3map2.

Ingar

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Re: Random Dev. Shots
« Reply #1354 on: March 09, 2009, 10:14:41 pm »
I always start out with square brushes and manipulate those into arches with v- and e-edit and x-clipper.

Sometimes I even work on unfinished maps.

P.S.: When you're editing your post, click Additional Options. It will add a box where you can upload images.
« Last Edit: March 09, 2009, 10:18:19 pm by Ingar »

Plague Bringer

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Re: Random Dev. Shots
« Reply #1355 on: March 09, 2009, 10:17:00 pm »
Most of the time I prefer creating multiple brushes and manipulating them to form the shape that I want. I find it offers a bit more control.
you can have a N-gon with 3 point clipping from just one brush. And there is no way to make it out of a box by dragging the edges/verts. If you are going to make the same out of several brushes you are increasing vert and brush count, which is always a bad idea both for render, memory usage, and having a nasty limit for those things in q3map2.
Well, I wasn't very specific in that post, but I use that approach for  windows and doorways, mainly. Places with holes. Otherwise, I may start off with separate brushes, and merge them later.
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your face

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Re: Random Dev. Shots
« Reply #1356 on: March 09, 2009, 10:51:07 pm »
@Ingar: <3 your architecture style. :>
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Kaleo

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Re: Random Dev. Shots
« Reply #1357 on: March 10, 2009, 08:06:31 am »
Not sure about the textures on the pipes however.
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Taiyo.uk

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Re: Random Dev. Shots
« Reply #1358 on: March 10, 2009, 03:23:59 pm »
* Taiyo.uk has wet his pants at work.

Though Kaleo has a point - the pipe looks like it's made of asphalt.

n.o.s.brain

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Re: Random Dev. Shots
« Reply #1359 on: March 14, 2009, 04:32:50 am »
ooooh the curvy goodness!  ;)

Ingar

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Re: Random Dev. Shots
« Reply #1360 on: March 14, 2009, 01:18:50 pm »
Not sure about the textures on the pipes however.
Though Kaleo has a point - the pipe looks like it's made of asphalt.

The pipe runs somewhat through the complex, I've tried a black one.
(send me awesome pipe textures)
I'm also messing with this pump thing, but it look somewhat clunky atm.

Plague Bringer

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Re: Random Dev. Shots
« Reply #1361 on: March 14, 2009, 02:42:35 pm »
I hate to say it, but I'm not liking the brushwork. Looks a bit amateurish in my opinion.
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Ingar

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Re: Random Dev. Shots
« Reply #1362 on: March 14, 2009, 03:13:25 pm »
I hate to say it, but I'm not liking the brushwork. Looks a bit amateurish in my opinion.

That's because it doesn't move in the shot.

fleash eater

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Re: Random Dev. Shots
« Reply #1363 on: March 14, 2009, 06:45:24 pm »
I hate to say it, but I'm not liking the brushwork. Looks a bit amateurish in my opinion.

That's because it doesn't move in the shot.



your bruswork is decent, but your lighting is AMAZINZG.
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mooseberry

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Re: Random Dev. Shots
« Reply #1364 on: March 14, 2009, 09:36:54 pm »
A little more color variety, cream colors, white, and some red or something, and this will be very nice.
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CreatureofHell

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Re: Random Dev. Shots
« Reply #1365 on: March 15, 2009, 10:20:57 am »








Please note that this snow is a placeholder:


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mooseberry

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Re: Random Dev. Shots
« Reply #1366 on: March 15, 2009, 10:24:49 am »
mm nice.

I don't have time to go into more detail, but I will later.
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Demolution

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Re: Random Dev. Shots
« Reply #1367 on: March 15, 2009, 10:27:27 am »
Crazy fps...

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Odin

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Re: Random Dev. Shots
« Reply #1368 on: March 15, 2009, 10:33:08 am »

Ingar

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Re: Random Dev. Shots
« Reply #1369 on: March 15, 2009, 11:18:18 am »

your face

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Re: Random Dev. Shots
« Reply #1370 on: March 15, 2009, 09:00:36 pm »
Looks good, good improvement. ;)
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cactusfrog

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Re: Random Dev. Shots
« Reply #1371 on: March 17, 2009, 02:12:05 am »
slope the walls and it will look even better.

mooseberry

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Re: Random Dev. Shots
« Reply #1372 on: March 17, 2009, 02:45:29 am »
Make it darker, make the lights in the hallway flicker, and maybe add some types of wall supports to break up the walls.
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Knowitall66

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Re: Random Dev. Shots
« Reply #1373 on: March 22, 2009, 03:49:03 am »
Shots from a yet to be named mission map (Human objective; survive to reach escape craft, Alien objective; Eliminate Humans, Notes; Various challenges (sorta Like mission one), Humans wont be able to respawn (Nodes crushed or something)). (Please escuse lack of detail still in early development)
(fog courtesy of your_face, will replace patch mesh (when i can be bothered :P))
More awesome inaccessable detail (from Roomy); :)


Sorry about img sizes, My resolution is at 1680x1050, so I reduce their size by 50% then upload.
« Last Edit: March 22, 2009, 03:55:38 am by Knowitall66 »

Plague Bringer

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Re: Random Dev. Shots
« Reply #1374 on: March 22, 2009, 04:03:00 am »
Ooh, that pic from Roomy reminds me of Doom, and that last shot from your unnamed map reminds me of a section in Halo 1. It all looks good.

Suggestions. TL;DR, I think.
Oh, and Knowitall, perhaps, rather than give the humans no chance whatsoever to respawn, why don't you lock the reactor in a hidden room, and place repeaters every so often, hidden in the walls (next to a medistation, or something, so they don't explode). Perhaps you could nobuild large sections of the map, so that humans, if they ever hit S2, can't build repeaters everywhere. This way, humans aren't doomed to empty their clips within the first five minutes. Start them off with a few nodes, and force them to build an armory. If destructible entities ever get released, perhaps it'd be possible to have a system where humans have to open a blast door, and then aliens can blow up barrels or something to close off passages, or prevent the humans from reaching the escape craft at all?)
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Demolution

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Re: Random Dev. Shots
« Reply #1375 on: March 24, 2009, 02:11:56 am »
Ooh, that pic from Roomy reminds me of Doom, and that last shot from your unnamed map reminds me of a section in Halo 1. It all looks good.

Holy Crap! It's like you read my mind.




Get out of my head!  :D

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Supertanker

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Re: Random Dev. Shots
« Reply #1376 on: March 24, 2009, 05:15:25 am »


Because I love mapping far more than I love this community. Because a year in development is too long.
Coming soon to a server near you.
Hyperlink leads to higher-resolution image.

Taiyo.uk

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Re: Random Dev. Shots
« Reply #1377 on: March 24, 2009, 01:36:08 pm »
<3

CreatureofHell

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Re: Random Dev. Shots
« Reply #1378 on: March 24, 2009, 04:35:47 pm »
{NoS}StalKer
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amz181

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Re: Random Dev. Shots
« Reply #1379 on: March 24, 2009, 05:46:49 pm »
:O *drool*

does this mean the odintanker is still going? (im pretending to know what it is)