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Old 09-14-2005, 04:00 PM   #81
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Map is coming along nicely. And good thing your hasselhoff image has left the building :P
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Old 09-15-2005, 04:46 AM   #82
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Just make sure there is a HUGE areola and a good size nipple on the tip of the silo :P
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Old 09-15-2005, 11:34 AM   #83
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yea the two caps will be a huge wonderbra.

ive had a bit of a thought, and came up with a few things still to do (besides the post playtest tweaking)
  • make the layout and details of the pathway and the attack spawn point
  • design and make a more appropriate 3d skybox, and relay the sky
  • make or find some damn better textures then what i currently use underground

i really should find time to do this :/
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Old 10-03-2005, 07:47 AM   #84
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Youll find the time, especially as the release of FF draws nearer.
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Old 10-03-2005, 07:09 PM   #85
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Let me suggest making a texture blend of the snow with some dirt and using it as the snowy ground inside the base - make it look like there are tire tracks, or the snow has been piled up in certain lumps, exposing dirt or dirty grass underneath. Keep up the good work.
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Old 02-13-2006, 12:01 PM   #86
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right um yeah, time to dig this map up out the abyss and resume work i think. ive got a reading week coming up
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Old 02-13-2006, 01:29 PM   #87
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okay.. just a quick bit of advice im seeking here. is there any easy way of aligning textures in a circular fashion. its in relation to the roof of this archway:



i'll get a better updated screenie when i get the damn thing compiled again. that ones waay old

EDIT: heres some new screenies







yeah that last one is a bit hard to see, but demonstrates the problems im havign with aligning the textures :/
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Old 02-14-2006, 06:14 AM   #88
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Have you tried selecting the texture, ALT+Right Clicking on the adjacent face... left clicking on the newly applied face, and ALT+Right Clicking on the next adjacent face, etc etc?

The ALT+Right Click is really useful for texture alignment around pillars, but I'm not sure how it will look on your ceilings. Worth a shot though, right?
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Old 02-14-2006, 06:51 AM   #89
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Yeah, just rotate the textures until they line up. What Buckshot posted oughtta do it.
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Old 02-14-2006, 12:52 PM   #90
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Quote:
Originally Posted by Mervaka
its an experiment more than anything gameplaywise
Thats what i say about my maps.
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Old 02-14-2006, 01:27 PM   #91
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yeah ive heard something about the alt button when using textures, but wasnt sure in the slightest what it did or how to do it

cheers, i'll give it a go
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Old 02-14-2006, 02:30 PM   #92
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worked a treat! cheers

took me a second to figure i had to go horizontally across the bottom again before i went vertically up each segment. screenshots pending...
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Old 02-14-2006, 02:51 PM   #93
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looking good Mervaka, have you thought about blending the road and snow textures? will look a hell of alot smoother
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Old 02-14-2006, 02:59 PM   #94
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yeah, all in good time

only thing is, i already have bagloads of displacements as it is, both in the quarter toriod for the tunnel roof, and in the masses of snow i have. the snow surface was hand sliced and bumped :/
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Old 02-14-2006, 03:41 PM   #95
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pics!


Heres the FR side of the tunnel




and heres the tunnel itself. it needs attacking with smoothing groups when i figure out how...

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Old 02-14-2006, 06:57 PM   #96
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That ceiling texturing looks much better, glad you got it to work!
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Old 02-15-2006, 10:44 PM   #97
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it's looking great merv... but i can't get over the small tile texture. I really don't like it. plus, what missle silo would tile their walls... especially ones that large? I know the concrete gets boring... but you can get by with it (being it is realistic) and then spice it up with pipes, platforms, etc. I mean, it's up to you of course, but I would go with a different texture.
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Old 02-15-2006, 10:50 PM   #98
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yeah i was just trying out custom texture bumpmapping. the open silo was the first room (see page one)

i'll have a look for alternative textures when i get a minute, see whats hot and whats not.

hell i might even find someone to put an icbm prop down the centre of the open silo!



anyway, many thanks for feedback. i still need to look at the reference photos posted waaaay back during the initial development of the map, and try and emulate the styles
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Old 02-16-2006, 02:51 PM   #99
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It wouldn't hurt to take a look at the old Counterstrike map de_foption, and see how that mapper handled the missile silo. See what he did well and then try to emulate it (I'm talking lighting and architecture).
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Old 02-16-2006, 02:53 PM   #100
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at the moment i'm trying out the same concrete block texture as used in the tunnel. looks good so far, providing i put pipes and shit in like xnarf said

btw you got a copy of foption?
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