#168 posted by RickyT33 on 2009/03/05 22:44:35
..imagine if you got a honeycomb and cut though it diagonally. Then you dipped the sliced honeycomb in ink and made a print from it. The hexagons of the normal honeycomb would be stretched across one or two planes.
Or if you get a round pipe and chop it diagonally, the split would be an oval shape rather than a circle.
#169 posted by metlslime on 2009/03/05 22:57:35
...start with two halves of a grapefruit. Now imagine taking the peels from both halves, and overlapping them to create a sort of saddle shape. If you cut this saddle shape parallel to the inclination of the sun, you will see that the cross section of the grapefruit pieces becomes longer, while the bowl of the saddle becomes narrower. The top of the first peel is aligned to the back of the second peel. Four Earth Quadrants simultaneously rotate
inside 4 Time Cube Quarters to create four
- 24 hour days within one Earth rotation.
 Projection
#170 posted by Preach on 2009/03/06 01:22:58
The technical term for what's going on is projection, and it's a good word, because it suggests an easy analogy to what's happening. When you apply a texture, imagine that it's actually being displayed on the surface by a movie projector(*) - you could say it's being projected!
The difference between "world" and "face" is then a matter of thinking about the direction that the projector is projecting from.
The easier case understand one is "face". In this case, the projector is positioned to project straight onto the polygon in question. The beams of light will all be running perpendicular to the surface of the polygon. This is good at preserving the scale of the texture, reducing distortion.
In the case of "world", there are only 6 directions that the projector can face: North, South, East, West, Up and Down. The map compiler looks in the direction perpendicular to the surface, and decides which of the projectors is closest to facing in that direction. It gets a bit stuck in the case of a tie, and just chooses one of the directions. You can see this occur in your first screenshot, where the surface is cut at 45 degrees in 2 planes. The same projection direction is chosen for it as the surface to its left. This is why the textures align, but get skewed across the middle polygon.
"world" projection is useful for preserving alignment, but only some of the time. If you make an archway which goes from horizontal to vertical, and align the textures inside it to "world", then you should be able to spot a cut-off point between two polygons where the projection direction switches from "north" to "up". A misalignment will usually occur there.
Hope that explanation is of some use to you.
(*) Technically, you also need to imagine that the projector is very very far away from the surface so that you don't have to worry that the beams of light from the projector to the polygon would not be parallel in real life.
 Fuck Dude
#171 posted by RickyT33 on 2009/03/06 02:46:35
 ROFLMAO
#172 posted by RickyT33 on 2009/03/06 02:48:34
crying, it hurts, it hurts, oh please make it stop /n
but seriously. fuck dude
 Oooohhh,
#173 posted by spy on 2009/03/06 05:50:32
thanks guys
 I Am Proud Of Myself
#174 posted by Spirit on 2009/03/08 19:18:36
as I did about 20 brushes earlier today. Hooray!
http://f.imagehost.org/0984/spirits000000.jpg
I guess I'll end up with a 100 brush sightseeing (dm) map.
 What Is Rendetring That Image?
#175 posted by RickyT33 on 2009/03/08 19:31:22
Is that you editor 3D view? If so what editor is it?
Also I too have now laid some brushes! :) 40 so far.... (w0w)
 Mine Almost Completed
#176 posted by spy on 2009/03/08 19:36:22
i'll need betatesters soon...
#177 posted by gb on 2009/03/08 19:41:44
Mine doesn't really take advantage of the void theme, it's more like a normal id-style map floating in the void. I noticed everybody builds some sort of platforms first, hmm, I pretty much built the walls first and filled in later...
I tried doing some things gameplay wise that didn't work out, partly because the idea wasn't very good and partly because of technical reasons. I would very much like to code my own progs for this, but it's not going to happen. What remains is just a rough indication of what I wanted to do.
My scale also got out of hand, and is pretty hard to fill with standard id monsters. They work best in really cramped places. You can sneak up to Vores and shaft them before they notice you... :-/
Like with most RMQ maps, there is the problem of huge singleplayer scale being bad for deathmatch. You've got to run around a lot until you get to frag someone. There are solutions, but in this particular map it's a bit awkward.
My motivation is pretty low as a result. I want to finish, that's pretty much all.
Lessons learned, though.
 Spy
#178 posted by gb on 2009/03/08 19:43:59
I'll test anything people send me.
j.nicolaisen@gmxNOSAPM.net
 Ok
#179 posted by spy on 2009/03/08 19:55:42
i hope to finish it next week, and i'll send you complete version
 I'm Up For Testing, Too...
thesilent96-at-gmail-dot-com
 Ricky
#181 posted by Spirit on 2009/03/08 21:36:24
That's just Darkplaces. Looks the same in any other nice engine (with 24 bit texture support) though. I mapped with Blender, loving it.
 Progress
#182 posted by Spirit on 2009/03/09 21:41:37
#183 posted by Trinca on 2009/03/10 11:06:24
 I Guess The Pak Is Delayed :)
#184 posted by spy on 2009/03/10 11:13:07
trinca. those shots are feckin' beautiful :)
#185 posted by Trinca on 2009/03/10 12:47:20
thks Spy ;)
i think i can beat the deadline... i�m having more time now... but the start was hard :|
#186 posted by gb on 2009/03/10 13:06:18
Trinca: Proof that brown works best in games (also, tried and true theme) ;-)
Spirit: Going experimental visually?
What's the deadline again?
#187 posted by gb on 2009/03/10 13:09:10
Oh, and does this have to be a pakfile? That would remove the possibility to play it in a mod, which I would like to strictly oppose.
#188 posted by JneeraZ on 2009/03/10 14:33:58
It's due at the end of the month, isn't it?
 Gb
#189 posted by Spirit on 2009/03/10 14:51:44
Yeah, I always liked that.
End of the month, it's somewhere up in the thread.
It does not need to be a pak, but for the weapon removal through the start map it needs to be in its own folder. You could always copy or link the files to a mod or id1.
 March 30th Still AFAIK
#190 posted by RickyT33 on 2009/03/10 15:07:36
Which is alarming because mappers block has me in the grip of its cold icy fingers.
But I wont let that stop me. There will be a map! From me. On the 30th.
#191 posted by Trinca on 2009/03/10 15:08:36
31th RickyT23
#192 posted by spy on 2009/03/10 15:14:19
32th Trinca :)
|