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Old 01-09-2006, 09:43 PM   #81
Jiggles
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Gah! I've got issues.


The first thing I thought of when I saw that Pic was a flaccid penis...

My Freudian hangups aside, it looks good!

But you still have to finish the map :P
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Old 01-10-2006, 12:23 AM   #82
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Mr. Holland's Opus: Source?
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Old 01-10-2006, 03:03 AM   #83
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sigh kam
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Old 01-22-2006, 12:29 PM   #84
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Ok, now I remembered why I stopped working on this, the texturing of all these curves is a killer!



Just did some more texture work to the front of the base, want to get the fronts done before I start on the insides. Any ideas on what the top bit should be like?

Edit: Done the top bit, man was it frustrating getting the angles right. Its not perfect seams because thats just insanely hard if not impossible to do but its good enough. Need to customise the textures for blue side as the current stock textures are more pale/baby blue than mean blue.

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Old 01-22-2006, 03:12 PM   #85
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Very nice. Can't wait till it's more "complete".
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Old 01-22-2006, 03:22 PM   #86
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Quote:
Originally Posted by Ginger Lord
Ok, now I remembered why I stopped working on this, the texturing of all these curves is a killer!
You do know about alt-right click, right?



You can do the same thing across curves to ensure the texture doesn't stretch / maintains its angle. You can texture curves & other bevelled areas in about ~10 seconds instead of 10 minutes.
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Old 01-22-2006, 03:31 PM   #87
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edit defrad said it...
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Old 01-22-2006, 03:46 PM   #88
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Yeah I knew about it but it never seems to work at all for me. I select the first face and when I alt-rclick the next face, it just aligns it to the same angle as the first not the angle of the curve.

Edit: well it semi works, on simple curves like in your pictures its fine. Does that no problem, the big red things on the battlements however just don't play. I can get to match fine around the things, but if I try to make it follow it around the curve, it goes haywire. I'll upload one of them in a .vmf to see if its just me or the program.

Edit x2:

http://www.gingerlord.co.uk/curve.vmf
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Old 01-23-2006, 12:41 AM   #89
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Well, looking at it, you aren't going to be able to maintain that black line around the edges. I would also say you picked a bad material for this geometry, too. That metal has both horizontal and vertical distinctive features, and trying to maintain them both across the curves and around the bend just isn't something that can be done, at least, as far as I know.

I textured them, and individually they look fine, but once you put them together you lose the uniformity of the distinctive features of those horizontal and vertical features that exist in the material. I mean, I suppose you could shift the shit around to get it to line up, but then you'll create other indescrepancies. Oh, I also textured it slightly different then the way you were going for, as I have the black banding wrapping around instead of trying to go along the edges because, uhh, that's not gonna be possible to do and maintain a seamless transition between the brushes.

I also simplified the brushwork. You were using 20 brushes, when 3 could be used.

www.trepid.net/files/curve2.vmf
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Old 01-23-2006, 02:14 PM   #90
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Cheers Jesse, was going to eventually simplify them like that but never got round to it. I guess the horizontal banding is probably the better idea in retrospect.
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Old 01-23-2006, 02:49 PM   #91
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Woow i loved mulch_trench and this looks good !

dont forget the sexy voice though !
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Old 03-12-2006, 02:57 AM   #92
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I hope you're not leaving the outside like that? I'm assuming its far from finished. One of the things I didn't like about TFC maps was how they were just floating in space. Defrag for example is doing nicely on his new maps in making them look like they are a part of a world, not seperate entities floating in the sky like TFC 2fort.
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Old 03-12-2006, 11:49 AM   #93
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Holy thread revival batman.

The 3D skybox is the last thing I do, until the map boundaries are layed out you cant make a decent skybox.
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Old 03-12-2006, 01:27 PM   #94
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In my experience the hardest part of a map is getting from the inital layout to a fully themed map detailed up, Speaking of which; what theme are you going for in mulch trench?
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Old 03-12-2006, 01:45 PM   #95
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Not fully sure yet, havn't had much time to work on FF maps as my free time goes into my own mod. I belive MM wanted to keep the brick/grunge/quake style of the interiors.
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Old 03-12-2006, 04:01 PM   #96
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Well dont listen to what patty says, he knows dick.

Looking good though Ginge. I think that red corigated metal texture is a bit out of place though. Done any of the inside?
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Old 03-13-2006, 03:12 PM   #97
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Quote:
Originally Posted by Afty
Woow i loved mulch_trench and this looks good !

dont forget the sexy voice though !
the sexy voice was the best part of the map....i hope u can take the same again
for ur map or find a new one. but it is a must have in mulch_trench
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Old 03-21-2006, 07:04 PM   #98
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Have to agree with what a few others have said above. I think you should keep it pretty much as it is (except for sorting out the messy fr) as MT was one of the only maps that was fast paced, and as an offence player - it made a nice change.

If you change it too much, then I fear it won't be much different to any other maps out there.
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Old 03-28-2006, 11:54 PM   #99
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Quote:
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Well dont listen to what patty says, he knows dick.
Yeah, I'd have to agree.

As long as the layout is similar that's really all I care about. I'm sure gingerlord will make it look cool.
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Old 07-24-2006, 04:59 PM   #100
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I hope it wouldnt come to this but I just don't have as much time as I want for Mulch Trench anymore

My mapping time goes on my mod where I'm doing two huge maps, one being quite probably the most authentic recreation of Pegasus Bridge in a game ever. When I have a break from that I don't feel like getting back into "fantasy" stuff for MT.

So....

I'm giving this a long hard break, hopefully when FF comes out and I've ported Epicenter to it I'll be enthusiastic again for it!

If someone else wants to have a go at it, run it through MM and have fun.
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