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Old 11-23-2006, 09:22 AM   #261
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I made this part in 2 halves. I put down 2 overlapping cylinders as guides, VMd a bunch of triangles (for simplicity) over the cylinders, then copied pasted and rotated to double it up. Took a few minutes but the curves speak for themselves. Notice a lot of the vertices are on grid lines, and I only have to turn up the grid a couple of times to get every vertice on a gridline.

Its not that easy to see, I dont have a great picture atm, but its the section around the force field on the right in this pic:
http://usera.imagecave.com/bumgravy/forty140005.jpg
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Old 11-23-2006, 09:30 AM   #262
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I do some stuff by hand its just i find it easier to use the tools, Id love to figure how you did those rounded bits on your map at the top around the sides which look like arches but curve round the sides.

Next task i think is to look into displacements for the outside and redesign that horrible block bridge with something which looks nice.

oh and the flagroom still needs a make over.

Edit: I never realized you can make walls like that, i always thought they needed some thickness to them?

Last edited by o_dr.flexyjerkov; 11-23-2006 at 09:35 AM.
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Old 11-23-2006, 10:05 AM   #263
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Like i said, triangles are your friends

Thats why its important to stick to gridlines, as long as the vertices touch, the edges touch = no leaks. The brushes have thickness, in that they are valid geometric shapes, but they only touch at the corners. Remember, the engine discards the faces that touch the void, so it doent matter what shapes the brushes are, its whats on the INSIDe that counts

Im compiling atm but later ill see if i can show you a couple diagrams, simple step-by-step, on how i made the bevelled arches you mentioned.
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Old 11-23-2006, 10:49 AM   #264
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that would be handy and i never realized that, so anything in the void is ignored. I learn something new every day... Should help me loads....
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Old 11-23-2006, 10:57 AM   #265
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If you have a map compiled with VIS the outside faces will be discarded. Noclip outside your map and youll see that only the inside faces are drawn, and if you have any random architecture floating in the void it will be discarded too.

Im tempted to do a fraps movie flythrough of my map, It still has some incomplete parts but I can now say that all the areas are in, and theres no leaks! I find this quite satisfying as my map is so big I compiled all day yesterday but the skybox did something nasty to my lights and cast a huge shadow over a couple of big areas. Annoying.
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Old 11-23-2006, 11:05 AM   #266
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I noticed that but never realized that anything outside the map was discarded. should help me loads in designing the map though now, need to re do the yard next, make it quite big i think with a canyon and concrete walls as supports or something...

EDIT: (19:29): Just been doing some more mapping using the mighty triangle. They have saved me on making so many boxes . Finally got my trimming working, i never realized how easy it is when you have triangles on your side.

Compiling the map now and may upload a picture if i feel, changing ramp room once again.

Oh uhmms my floor in the ramp room is now lots of triangles and stuff to make up the trimming how can i keep my r_speeds down because of them.

Last edited by o_dr.flexyjerkov; 11-23-2006 at 06:32 PM.
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Old 11-23-2006, 11:36 PM   #267
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To do trimming I've had to rebuild the ramp room with help from bumgravy, Not yet happy with the steps as i want a ramp or something... also i changed textures, AGAIN!.

http://flexy.tnradio.net/ff/trim1.jpg
http://flexy.tnradio.net/ff/trim2.jpg

P.S i do know about the flying light, i am still working on it all lol

Last edited by trepid_jesse; 02-19-2007 at 03:09 PM.
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Old 11-23-2006, 11:41 PM   #268
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It's looking better and better, keep it up!
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Old 11-24-2006, 06:07 AM   #269
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nice 111 fps
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Old 11-24-2006, 07:40 AM   #270
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Well i am suprised to get 111 fps seeing as i am running on a amd athlon 1.6 with a geforce 4 heh but then again i am running it in low settings .

Thanks for comments...
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Old 11-24-2006, 03:40 PM   #271
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Those last shots look very clean!

Nice work
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Old 11-24-2006, 09:56 PM   #272
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Quote:
Originally Posted by dr.flexyjerkov
Well i am suprised to get 111 fps seeing as i am running on a amd athlon 1.6 with a geforce 4 heh but then again i am running it in low settings .

Thanks for comments...
that means you can add fanciness...not that it doesn't already look good.
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Old 11-25-2006, 01:21 AM   #273
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Nice, although there are a few texture errors; they're on the edge of the curved parts, there's a hiccup in the hazard stripe. It's stretched out.
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Old 11-25-2006, 01:22 AM   #274
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It just needs rotated. The gradient of the curve is the same as the angle of the stripe - 45*
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Old 11-25-2006, 06:39 AM   #275
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er, well, about 33.75 and 56.25 degrees, actually.

But I noticed you were doing your arches the wrong way Flexy.
Do it like this:

http://www.superjer.com/nezumi/arch4.jpg

The trim looks great though.

* I just realized that I already had a diagram for how to do these arches. The one on the right.

Last edited by trepid_jesse; 02-19-2007 at 03:09 PM.
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Old 11-30-2006, 10:13 PM   #276
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You may all be wondering "WHERE HAS FLEXY GONE!, WE NEED MORE MAP PICS" and i'm here to say that i'm not dead and am still busy working on the map but will upload some more pictures once i have something decent to show .
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Old 11-30-2006, 10:22 PM   #277
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Please, get some concrete and or stone in there. That metal is killing the map it looks wrong.
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Old 12-05-2006, 09:05 AM   #278
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Added feature...

Added a elevator going up to balc from front door area. Unsure on whether ill keep it but ill let you decide for youself once i fixed it all up...
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Old 12-11-2006, 06:01 PM   #279
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Quote:
Originally Posted by dr Zauis
It does not HAVE to be redone. Look at epicenter from what i see those are the basic textures. If you can find good ones that fit, go for it. If not you can wait, but who wants to wait. Not i....shit make your own at that. Its actually really easy. BTW i remember someone working on Avanti...if that person is still around i have a nice stained glass texture you can use with some tranparency.

Check it out:



I even made a normal map for it:

can you make an alpha map?
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Old 12-12-2006, 03:05 AM   #280
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What could a stained glass texture be used for, though? (In this map, I mean)
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