
The Slipgate Too 
 
		#11586 posted by 
negke on 2014/08/24 11:20:39
 
		And yes, there's a version of an arch (or a window?) with purple, but it only appears in QTest.
 
 Someone should make an otp.wad :P with purple variants of existing textures. Jam! 
	 
		
		
Reccomended Settings For Screenshots? 
 
		#11587 posted by 
Drew on 2014/08/25 02:53:44
 
		 
	 
		
		
		#11588 posted by 
necros on 2014/08/26 00:38:17
 
		like in the game?  or like the image itself? 
	 
		
		
Did Not Have A Lot Of Time, But... 
 
		#11589 posted by 
ptoing on 2014/08/26 01:02:27
 
		here's some more work on the big stones tile and a tiled view.
 
 https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png
 
 There are still areas which need some work, to hide the tiling a bit (mainly the area where there are 2 broken bits right next to each other, which creates a dark bit.
 
 Colour variations on this are also not final, just research, but it works pretty well I think. 
 
	 
		
		
		#11590 posted by 
Lunaran on 2014/08/26 04:10:42
 
		They look so rounded and smooth. Like blocks of cheese. 
	 
		
		
		#11591 posted by 
ptoing on 2014/08/26 04:15:59
 
		Buncha moldy cheese! Actually, with the colours that Quake has you could make some pretty good cheese textures. 
	 
		
		
		#11592 posted by anonymous user on 2014/08/26 11:07:35
		Haha, blocks of cheese, indeed. And there you have a name for your texture set. 
	 
		
		
Just Passed The 5000 Brush Mark On My Latest Map... 
 
		#11593 posted by 
ionous on 2014/08/27 23:23:41
 
		
	 
		
		
Very Nice 
 
		#11595 posted by 
RickyT33 on 2014/08/27 23:37:12
 
		You can pop the texture box and visgroup box underneath the Categories/Objects/Faces box, just drag and drop - then BOOM - you have more room ;) 
	 
		
		
Oh Cool.. 
 
		#11596 posted by 
mfx on 2014/08/27 23:38:52
 
		just saw the name of the map. 
	 
		
		
Oooh Classic Idmetal 
 
		#11598 posted by 
DaZ on 2014/08/28 13:41:53
 
		H Y P E
 
 can we get a nicer screenshot? :D 
	 
		
		
Thanks 
 
		#11599 posted by 
ionous on 2014/08/28 23:42:32
 
		MFX: Thanks
 
 RickyT23: Startlingly obvious, but it never occurred to me once. It feels like my mapping window has doubled in size, which is hugely helpful. Thanks. 
 
 MFX: Discovered it while browsing the <a href=http://www.noevdia.com/news.php>NED</a> website for new releases. The name stuck in my mind (didn't hurt the I liked the <a href=http://aluktodolo.bandcamp.com/album/finsternis>album</a>
 
 Fifth: Thanks
 
 Daz: There is no nicer screenshot. It's mostly wide-open areas that are only partially complete. This is one of the few places cohesive enough to represent the map in a positive light. 
	 
		
		
Daya 
 
		#11601 posted by 
ericw on 2014/08/29 03:43:32
 
		skill 2 demos for gravelpit_1.3: 
https://www.dropbox.com/s/buhx9ux7w4vdaor/grav13_ericw.zip?dl=0
 
 Looking good. The final arena still needs a bit more ammo, I think.
 There could be more monsters given the large spaces... Maybe spawn in reinforcements when you hack the computers? (totally cliched of course.) 
 
	 
		
		
		#11602 posted by 
JneeraZ on 2014/09/01 01:05:44
 
		Don't know if this link will work but 
... messing around on the long weekend.  Coding...
 
 https://drive.google.com/file/d/0B6cay6zUJZndTU15R2UzcWZuZEE/edit?usp=sharing  
	 
		
		
Gore Is Good 
 
		#11603 posted by 
mfx on 2014/09/01 01:18:18
 
		Knave is done to death i heard someone saying last time around:)
 
 Prove him wrong! 
	 
		
		
		
		Whoever said that is an asshole, Knave rules.
 
 Is that a Knave and Zer combo? I always wanted to do just that. 
	 
		
		
		#11605 posted by 
JneeraZ on 2014/09/01 11:49:55
 
		The gore fountain is indeed inspired by Zer, but it's my own code... 
	 
		
		
		#11608 posted by 
JneeraZ on 2014/09/01 15:12:40
 
		Right?  I can 45 degree with the best of them... 
	 
		
		
		#11609 posted by 
JneeraZ on 2014/09/03 15:58:39
 
		So I got my OBJ to MAP convertor thing running .. you feed it an OBJ file and it places the MAP formatted text on the clipboard, ready for pasting into Trenchbroom.  This SHOULD alleviate a lot of the issues I was having with trying to get good looking rocks and other shapes.
 
 We'll see.  It still carries with it all the Quake weirdness with plane accuracy and stuff.  It works OK with simple edge bevels but trying to do something even slightly complicated and the planes start sliding off just enough to get misaligned certs where shapes meet...
 
 ... actually, SleepwalkeR : Does Trenchbroom use the grid size at all when handing pasted MAP text?  Maybe that's why the planes seem so wrong sometimes.  Probably not but it's a long shot.  I'll try setting the grid to 1 next time I have a problem and see what happens.
 
 /ramble 
	 
		
		
Obvious But... 
 
		#11610 posted by 
ijed on 2014/09/03 16:35:43
 
		Did you snap the geometry to grid after pasting it?
 
 edit/actions/snap verticies
 
 It has crash problem in TB1 when snapping large amounts of geometry, like entire levels, but thats probably just a memory issue.