Search found 909 matches

by Myth
Mon Jul 06, 2020 5:07 pm
Forum: Mapping
Topic: Texture alignment on pillars.
Replies: 12
Views: 446

Re: Texture alignment on pillars.

Yes! Geometrically I think there are 2 cases: - if the two surfaces are parallel, project the texture from source surface to target - if they are not parallel, find intersection line and align the UV's to match on the intersection line also, scaling should be transferred from source to target in eve...
by Myth
Sun Jul 05, 2020 11:10 pm
Forum: Mapping
Topic: Texture alignment on pillars.
Replies: 12
Views: 446

Re: Texture alignment on pillars.

Barbie wrote:
Tue May 26, 2020 1:37 pm
Some more dreaming: select a surface, choose "Align to..." and click to the surface where the first selected surface should be aligned to - including rotation, scaling, mirroring, flipping.
I never knew I needed something so bad in my life...

I'll go and see if I can make it a reality.
by Myth
Mon May 18, 2020 12:33 pm
Forum: Mapping
Topic: Brush Work/BSP Best Practices
Replies: 32
Views: 818

Re: Brush Work/BSP Best Practices

I find it most interesting how everyone seems to have a different approach to this. So I'll be speaking about my experience. First to understand what brushes are: - Brushes are mesh data with a transformation and an operator - Mesh data is a list of planes defined by list of vertexes - A transformat...
by Myth
Tue Dec 24, 2019 10:50 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

I made some reviews don't take it personally, I'm just pressing random buttons on my keyboard, typing down my impressions while playing the maps. DM-20AC-Stalwart][ This map looks really good! This was my first thought when I launched the map. The brick and steel trims are the basic building blocks ...
by Myth
Tue Dec 24, 2019 8:58 pm
Forum: Mapping
Topic: CTF-Blice (WIP)
Replies: 95
Views: 9731

Re: CTF-Blice (WIP)

Sick amount of details! Maybe you can do some optimizations like joining the trims and various textures into a single big texture?

Nice trick with the mover directing the sunlight, I might need to use this trick one day!
by Myth
Mon Dec 23, 2019 9:18 pm
Forum: Announcements
Topic: -= 20th Anniversary Mapping Contest Poll =-
Replies: 21
Views: 2090

Re: -= 20th Anniversary Mapping Contest Poll =-

My vote goes towards DM-20AC-CorporateOffice, I had a blast playing it online! I'll have some more detailed reviews up soon!
by Myth
Mon Dec 23, 2019 9:15 pm
Forum: Report new Downloads
Topic: Full List of ut99.org mappacks contests (update:28-12-2019)
Replies: 23
Views: 1477

Re: Full List of ut99.org mappacks contests made to date

oh, there is a contest every year? maybe I should join more often
by Myth
Mon Dec 23, 2019 9:13 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Please tell me how I'm supposed to release beta maps with new textures in the future, if I can't update texture packages I make myself. The idea is to generate new names for your packs and levels so that they don't conflict with other ones. For the contest we also have the 20AC prefix which helps a...
by Myth
Mon Dec 23, 2019 5:02 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

@Que: Thank you for the server! It's really cool :)
@cromy: it' works on the server :) much easier to check it out there, also it's a nice map, go and check it out!
by Myth
Mon Dec 23, 2019 4:36 am
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

@Sinnical: screenshot looks nice!
by Myth
Mon Dec 23, 2019 1:20 am
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

I've added some fixes and slapped on the V2 suffix - fixed a bot path where bots were getting stuck - realigned all brick walls, changed alignment of some textures - added some ambient sound sources so that it's not so dead silence anymore - fixed the missing cracks beneath the flags, I lost them du...
by Myth
Sun Dec 22, 2019 2:35 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Should I add a version suffix if I add some fixes?
by Myth
Sun Dec 15, 2019 5:17 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

I left a bit too much work for weekend, necessary quality fixes: - Moved rocket launcher and flak cannon to more accessible spots - Replaced the custom city building texture with stock one, this should fix the hd texture packs bug - Reduced geometry in the passage under the sniper room, it's dark an...
by Myth
Tue Dec 10, 2019 5:08 am
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 87
Views: 5845

Re: What feature do we want to see in UnrealED2?

These would be nice timesavers: - when duplicating linked actors through ID tags, generate new unique tags, think about them lift exits, transloc dests, events, ect, right now you have to manually patch each after a duplicate - when duplicating actors, they should not be deleted if the new position ...
by Myth
Mon Dec 09, 2019 5:46 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 15235

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Maps has borks and 0 AlternatePath Actors. As result Bot will always take the shortest road. @sektor2111: I'll give the AlternatePath a shot later this week when I start sorting out the pathing issues. Thanks for testing! Failed to load the map with this error Log: Failed import: Palette Palette ci...