CTF-Perihelion ( WIP )
- Whitey
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Re: CTF-Perihelion ( WIP )
Insane map man.
Always inspires me to keep mapping.
Although i doubt i'll ever reach a map this complex looking anytime soon.
Can't wait to actually see the whole map.
Always inspires me to keep mapping.
Although i doubt i'll ever reach a map this complex looking anytime soon.
Can't wait to actually see the whole map.
Favourite-Weapons: Sniper & Shock Rifle
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Favourite-Games: UT-GOTY & VietCong
Favourite-Map: DM-Deck16][
Favourite-Drink: coffee
Favourite-Games: UT-GOTY & VietCong
Favourite-Map: DM-Deck16][
- --=PsyXandeR=--
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Re: CTF-Perihelion ( WIP )
http://www.youtube.com/user/AalexanderrrFlani . I made set 2 video tutorials explaining the whole process of terrain creation including texture alignment.SzGergo wrote:that is beautiful!
may i ask a question:
how did you alaigned the rocky texture so nicely?
I am making a map with lots of rocky surfaces, caves and cliffs with very uneven geometry, hundreds of polys, and i could not figure out the way to alaign those rock textures to get the best result.
Any kind of advice is appreciated
Thanks to everyone else, heh.
Re: CTF-Perihelion ( WIP )
hmm. thanx.
Usually i used to use this method, but in this very case, the geometry is so organic (it was created in google sketchup, not from tesselated cube) that simply clicking onto the auto-alaign buttons does not yield satisfying result.
I am aware of the fact, that is impossible to warp an organic body in a squre texture without excessive stretching or alaignment-errors at the same time, but i hoped that there are some easy method exists wich makes a good compomise.
Now i will try selecting groups of polys wich approximate some position, e.g. "wall like" or "floor like" positin, and alaign them with "floor alaign" command after rotating the brush... However the meeting edges of theese surfacaes will still look like nasty...
Usually i used to use this method, but in this very case, the geometry is so organic (it was created in google sketchup, not from tesselated cube) that simply clicking onto the auto-alaign buttons does not yield satisfying result.
I am aware of the fact, that is impossible to warp an organic body in a squre texture without excessive stretching or alaignment-errors at the same time, but i hoped that there are some easy method exists wich makes a good compomise.
Now i will try selecting groups of polys wich approximate some position, e.g. "wall like" or "floor like" positin, and alaign them with "floor alaign" command after rotating the brush... However the meeting edges of theese surfacaes will still look like nasty...
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Re: CTF-Perihelion ( WIP )
Looks very good
Kraden is a good tex choice, but i cant figure out how to use it properly ..
keep it going!
Kraden is a good tex choice, but i cant figure out how to use it properly ..
keep it going!
Latest map » CTF-Sanctum
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
Re: CTF-Perihelion ( WIP )
This map is insanely good and you made lighting very well.
I will never reach this level of mapping.
It's so complex that ut will crash on my laptop
I will never reach this level of mapping.
It's so complex that ut will crash on my laptop
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Re: CTF-Perihelion ( WIP )
@SzGergo - In this case you have picked wrong engine. There's no automatic way of aligning things in UE1 - you have to do everything by hand. This has never been an issue for me though since I have never cared for proper texture alignment anyways, lol.
@LeviKOS - FYI, this map has crashed my year old laptop on several occasions especially on Rebuild. On my leet rig with core i7 and 12 gigs of ram it compiles without any problems though.
@LeviKOS - FYI, this map has crashed my year old laptop on several occasions especially on Rebuild. On my leet rig with core i7 and 12 gigs of ram it compiles without any problems though.
- --=PsyXandeR=--
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- Creavion
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Re: CTF-Perihelion ( WIP )
I better don`t tell you for how long ..Filipe wrote:you are still working on this map, RIGHT?
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- --=PsyXandeR=--
- Inhuman
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Re: CTF-Perihelion ( WIP )
Still working on it... kinda. will work even more once L4D2 Tourney is over though.
- --=PsyXandeR=--
- Inhuman
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Re: CTF-Perihelion ( WIP )
Some of today's progress... Back on track with mapping now that L4D2 tournament is over.
- Creavion
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Re: CTF-Perihelion ( WIP )
Nice lighting, nothing new, but always good. The geometry looks a little bit "Xidia - Hourences" style. Nothing bad about it, you know^^.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.