...The half finished one will be up some time soon... maybe.
Any suggestions for my blank looking roof...? I'm thinking I might add some vents... or fan props... I can't get spotlights working yet, so maybe it wont matter if they start working in the next update. (I'll just put spotlights in and then you won't notice the fact the roof is a little blank)
<!--quoteo(post=1742189:date=Dec 2 2009, 11:57 PM:name=samejima)--><div class='quotetop'>QUOTE(samejima @ Dec 2 2009, 11:57 PM) <a href="index.php?act=findpost&pid=1742189"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is my first go at a room, I just wanted to get used to the editor. I am not all that happy with the lighting I think I can still improve it a bit. However I am really glad to see a lot of old names on this thread! HI OMLY!!
Made another nice scene. I`m getting better each try.
In this scene I put my focus on detailed columns, better lighting and tried out "dark matter" on the first column to the right to create shadows. The rocks turned out better then expected.
<!--quoteo(post=1742289:date=Dec 3 2009, 10:45 AM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Dec 3 2009, 10:45 AM) <a href="index.php?act=findpost&pid=1742289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have released the source for the corridor I posted earlier. It's <a href="http://mendasp.net/index.php?page=maps&mapid=9" target="_blank">here</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
I checked it out. Very Cool !
I think I might have a glitch since spotlights flicker alot on my pc. Anyone else have that problem? Depending on where I stand the spotlights are in full strobo mode.
It almost seemed like you drew every line in that map by hand. I could hardly imagine how you crafted those walls. I usualy start with blocks and then model, stretch and shift them. My approach is more Lego style :D
<!--quoteo(post=1742296:date=Dec 3 2009, 06:11 PM:name=Drown)--><div class='quotetop'>QUOTE(Drown @ Dec 3 2009, 06:11 PM) <a href="index.php?act=findpost&pid=1742296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->like those res nodes inked, I think the ceiling would benefit from a small vent fan.. but it looks pretty good as is ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, thank you, I'm going to run with that res node style throughout the map I'm working on... Yeah, I wanted to put something in it, but the surface won't break up properly, so I will have to remake the surface or put something on top of it, I am thinking wall pannels and wires should do the trick. I want to leave a route for Skulks to run along, so players can just bomb it up the ceiling over Marines heads. ;)
Made another nice scene. I`m getting better each try.
In this scene I put my focus on detailed columns, better lighting and tried out "dark matter" on the first column to the right to create shadows. The rocks turned out better then expected.
Thanks for all the inspiration and ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah you can kinda tell it's got the dark matter effect on the first column, I might not have noticed if you hadn't pointed it out, but it looks a little odd (because of the colour outline) now you have. Why is there only one yellow light on the right side of that hallway?
<!--quoteo(post=1742289:date=Dec 3 2009, 10:45 AM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Dec 3 2009, 10:45 AM) <a href="index.php?act=findpost&pid=1742289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have released the source for the corridor I posted earlier. It's <a href="http://mendasp.net/index.php?page=maps&mapid=9" target="_blank">here</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
I vote that those wall blinds get included as a prop in the next art release... I really like them.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1742293:date=Dec 4 2009, 02:50 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Dec 4 2009, 02:50 AM) <a href="index.php?act=findpost&pid=1742293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did a res room and a half...
I love the red under the door - create a really nice atmosphere - but at the same time, I wish I could get into a vent and then get into that area because it looks red and cool :)
<!--quoteo(post=1742289:date=Dec 3 2009, 04:45 PM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Dec 3 2009, 04:45 PM) <a href="index.php?act=findpost&pid=1742289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have released the source for the corridor I posted earlier. It's <a href="http://mendasp.net/index.php?page=maps&mapid=9" target="_blank">here</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=Dec something:name=Drown)--><div class='quotetop'>QUOTE(Drown @ Dec something)</div><div class='quotemain'><!--quotec-->I vote that those wall blinds get included as a prop in the next art release... I really like them.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1742289:date=Dec 3 2009, 04:45 PM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Dec 3 2009, 04:45 PM) <a href="index.php?act=findpost&pid=1742289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have released the source for the corridor I posted earlier. It's <a href="http://mendasp.net/index.php?page=maps&mapid=9" target="_blank">here</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
My god Mendasp looking at that scene just made me realize how simplistic and prop infested my designs are. You have shown me another way and have inspired me to strive harder and become a better mapper.
<!--quoteo(post=1742318:date=Dec 3 2009, 09:52 PM:name=slayer20)--><div class='quotetop'>QUOTE(slayer20 @ Dec 3 2009, 09:52 PM) <a href="index.php?act=findpost&pid=1742318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Working on my mineshaft area. I would really like to see some more mining tools for stuff like this...
Not sure where this mine is going though, so I'll come back to it later.
I think you should change the floor to the gravel texture.
<!--quoteo(post=1742319:date=Dec 3 2009, 09:57 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Dec 3 2009, 09:57 PM) <a href="index.php?act=findpost&pid=1742319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the red under the door - create a really nice atmosphere - but at the same time, I wish I could get into a vent and then get into that area because it looks red and cool :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I know what you mean, but I like the fact that you want to do that. The whole point of that door is to make the level feel bigger than it is, so from you saying that you want to go and explore it, I would say: Success!
I plan to put more doors/vents in like this. I want my levels to feel huge, even if they aren't.
Talking about that door, there is a cable that runs under it and into the room, but it falls out into space and looks really bad when you looks down on the level (Commander View). What will happen to all the props and stuff that you can see only in commander view. I am guessing there will be a blackout/no_draw texture that we will have to use to finish off the gaps in the map?????
<!--quoteo(post=1742348:date=Dec 3 2009, 08:10 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Dec 3 2009, 08:10 PM) <a href="index.php?act=findpost&pid=1742348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What will happen to all the props and stuff that you can see only in commander view. I am guessing there will be a blackout/no_draw texture that we will have to use to finish off the gaps in the map?????<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm curious about the mechanics of this as well. I hope it will work via Layering so that you can just have a "does not appear in commander mode" flag alongside the Invisible button. Will help clean up that viewpoint for slower machines having to process unnecessary models.
I'm going to have to take a page from your book ink and see about adding extra dead-ends that look like they could go somewhere to create an illusion of size.
Drown - not only dead ends, but create a (when it's in the editor of course) spot for a window that you can see into another area. For example Slayer's post with the rocky mining area and a catwalk + door. You cannot get to it but it's viewable (or perhaps it is accessibly but not until tech points are taken and therefore "unlocks" the door that opens it) or some such :)
<!--quoteo(post=1742370:date=Dec 3 2009, 10:43 PM:name=Daworm)--><div class='quotetop'>QUOTE(Daworm @ Dec 3 2009, 10:43 PM) <a href="index.php?act=findpost&pid=1742370"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Drown - not only dead ends, but create a (when it's in the editor of course) spot for a window that you can see into another area. For example Slayer's post with the rocky mining area and a catwalk + door. You cannot get to it but it's viewable (or perhaps it is accessibly but not until tech points are taken and therefore "unlocks" the door that opens it) or some such :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope to hell that there are scripts you can set up like that (and that they are fairly easy to set up)... where you can nestle additional rooms and corridors in the map that don't open until tech is active. ;D
<!--quoteo(post=1742348:date=Dec 4 2009, 01:10 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Dec 4 2009, 01:10 AM) <a href="index.php?act=findpost&pid=1742348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NICE! How did you do that?<!--QuoteEnd--></div><!--QuoteEEnd-->
They are just custom materials. Was just playing around seeing how easy it was.
<!--quoteo(post=1742308:date=Dec 3 2009, 02:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Dec 3 2009, 02:27 PM) <a href="index.php?act=findpost&pid=1742308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah you can kinda tell it's got the dark matter effect on the first column, I might not have noticed if you hadn't pointed it out, but it looks a little odd (because of the colour outline) now you have. Why is there only one yellow light on the right side of that hallway?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah i just planted the dark matter to see how it could look, didn`t invest any time in aligning it. The lights are broken I guess ?! :D But to be honest, I was lazy since this is just a test room and doesn`t need to be perfect. I fliped the colums from the left side, so the light is now on the wrong side. I should have planed it better from the start. I only bothered fixing the first one.
<!--quoteo(post=1742405:date=Dec 4 2009, 09:33 AM:name=Daxx)--><div class='quotetop'>QUOTE(Daxx @ Dec 4 2009, 09:33 AM) <a href="index.php?act=findpost&pid=1742405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tried to quickly recreate this for giggles. Can't do the water/glass yet, and REALLY want that atmospheric flag to work, but was fun to work on:<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks awesome !
I`m planing to use alot of green aswell for my next scene.
Finally managed to play with the editor today. I had access to it months ago but I have been so busy, I've not been able to play with it.
Verdict: Awesome. The lighting is incredible in this engine, I'm amazed it doesn't need to be baked.. Will this be an option somewhere down the line? Also, is there in-editor occlusion of models or not? The editor could also do with a better grid system, I can't really tell when I'm aligning properly.. This could be a model pivot point problem too.
I have a request... I have been trying to make a support structure I have seen in a concept art I found on the web, but I just can't manage to do it succesfully. I think it should be rather simple really... the trouble is also that I want to have the same distance in the supports [as shown in the picture] and that the structure is also at an [I have chosen for 45 degrees] angle [Or should it be a bit more?].
Can someone make this? And/Or tell how it should be done (best with pics me thinks)? And/Or share the result with us all? I'm looking at the more experienced peeps ovehere who know how to get things done properly while taking into consideration the direction of the support beams in terms of texturing...
Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1742429:date=Dec 5 2009, 05:12 AM:name=Xtof)--><div class='quotetop'>QUOTE(Xtof @ Dec 5 2009, 05:12 AM) <a href="index.php?act=findpost&pid=1742429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
Hope to hear from you guys!! Greetings, Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
I have a request... I have been trying to make a support structure I have seen in a concept art I found on the web, but I just can't manage to do it succesfully. I think it should be rather simple really... the trouble is also that I want to have the same distance in the supports [as shown in the picture] and that the structure is also at an [I have chosen for 45 degrees] angle [Or should it be a bit more?].
Can someone make this? And/Or tell how it should be done (best with pics me thinks)? And/Or share the result with us all? I'm looking at the more experienced peeps ovehere who know how to get things done properly while taking into consideration the direction of the support beams in terms of texturing...
Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
Hope to hear from you guys!! Greetings, Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say start with your wall at 45 degrees, extrude the entire shape out as a single piece, then draw a rectangle inside to carve out the shape you want. I'll try to show you what I mean, just as soon as I find out if the spark editor will run on a netbook...
edit: nope, i get a minidump error when i try to run it, so no mapping right now for me...
Comments
<a href="http://img229.imageshack.us/i/coreresroom5.jpg/" target="_blank"><img src="http://img229.imageshack.us/img229/1065/coreresroom5.jpg" border="0" class="linked-image" /></a><a href="http://g.imageshack.us/img229/coreresroom5.jpg/1/" target="_blank"><img src="http://img229.imageshack.us/img229/coreresroom5.jpg/1/w1239.png" border="0" class="linked-image" /></a>
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<a href="http://img10.imageshack.us/i/coreresroom3.jpg/" target="_blank"><img src="http://img10.imageshack.us/img10/4969/coreresroom3.jpg" border="0" class="linked-image" /></a><a href="http://g.imageshack.us/img10/coreresroom3.jpg/1/" target="_blank"><img src="http://img10.imageshack.us/img10/coreresroom3.jpg/1/w954.png" border="0" class="linked-image" /></a>
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<a href="http://img138.imageshack.us/i/coreresroom2.jpg/" target="_blank"><img src="http://img138.imageshack.us/img138/4102/coreresroom2.jpg" border="0" class="linked-image" /></a><a href="http://g.imageshack.us/img138/coreresroom2.jpg/1/" target="_blank"><img src="http://img138.imageshack.us/img138/coreresroom2.jpg/1/w1280.png" border="0" class="linked-image" /></a>
...The half finished one will be up some time soon... maybe.
Any suggestions for my blank looking roof...? I'm thinking I might add some vents... or fan props... I can't get spotlights working yet, so maybe it wont matter if they start working in the next update. (I'll just put spotlights in and then you won't notice the fact the roof is a little blank)
<img src="http://lithin.com/razieh/Images/NS2/mabse1.png" border="0" class="linked-image" />
<img src="http://lithin.com/razieh/Images/NS2/mabse2.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Is that pink lighting under the grate? Not sure I like that...
Made another nice scene.
I`m getting better each try.
In this scene I put my focus on detailed columns, better lighting and tried out "dark matter" on the first column to the right to create shadows.
The rocks turned out better then expected.
Thanks for all the inspiration and ideas.
I checked it out. Very Cool !
I think I might have a glitch since spotlights flicker alot on my pc. Anyone else have that problem?
Depending on where I stand the spotlights are in full strobo mode.
It almost seemed like you drew every line in that map by hand. I could hardly imagine how you crafted those walls.
I usualy start with blocks and then model, stretch and shift them. My approach is more Lego style :D
Yeah, thank you, I'm going to run with that res node style throughout the map I'm working on... Yeah, I wanted to put something in it, but the surface won't break up properly, so I will have to remake the surface or put something on top of it, I am thinking wall pannels and wires should do the trick. I want to leave a route for Skulks to run along, so players can just bomb it up the ceiling over Marines heads. ;)
The current plan:
<a href="http://img268.imageshack.us/i/planxb.jpg/" target="_blank"><img src="http://img268.imageshack.us/img268/9367/planxb.th.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1742303:date=Dec 3 2009, 07:08 PM:name=Eco_onE)--><div class='quotetop'>QUOTE(Eco_onE @ Dec 3 2009, 07:08 PM) <a href="index.php?act=findpost&pid=1742303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i46.tinypic.com/29wlczm.png" border="0" class="linked-image" />
Made another nice scene.
I`m getting better each try.
In this scene I put my focus on detailed columns, better lighting and tried out "dark matter" on the first column to the right to create shadows.
The rocks turned out better then expected.
Thanks for all the inspiration and ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah you can kinda tell it's got the dark matter effect on the first column, I might not have noticed if you hadn't pointed it out, but it looks a little odd (because of the colour outline) now you have. Why is there only one yellow light on the right side of that hallway?
I vote that those wall blinds get included as a prop in the next art release... I really like them.
<img src="http://i45.tinypic.com/30m4zer.jpg" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/205thqs.jpg" border="0" class="linked-image" />
Not sure where this mine is going though, so I'll come back to it later.
<img src="http://img37.imageshack.us/img37/9296/editor4.jpg" border="0" class="linked-image" />
<a href="http://img229.imageshack.us/i/coreresroom5.jpg/" target="_blank"><img src="http://img229.imageshack.us/img229/1065/coreresroom5.jpg" border="0" class="linked-image" /></a><a href="http://g.imageshack.us/img229/coreresroom5.jpg/1/" target="_blank"><img src="http://img229.imageshack.us/img229/coreresroom5.jpg/1/w1239.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
I love the red under the door - create a really nice atmosphere - but at the same time, I wish I could get into a vent and then get into that area because it looks red and cool :)
<!--quoteo(post=0:date=Dec something:name=Drown)--><div class='quotetop'>QUOTE(Drown @ Dec something)</div><div class='quotemain'><!--quotec-->I vote that those wall blinds get included as a prop in the next art release... I really like them.<!--QuoteEnd--></div><!--QuoteEEnd-->
They are look for the prop: Refinery_steps_01
<img src="http://i50.tinypic.com/2j0gwh5.jpg" border="0" class="linked-image" />
->
<img src="http://mendasp.net/maps/ns2_trailer/ns2_trailer-wip4.jpg" border="0" class="linked-image" />
For anyone looking for some more inspiration look up Dead Space as it pretty much nailed the gritty, industrial spacecraft interiors.
<img src="http://s3-llnw-screenshots.wegame.com/0171100171314013/0171100171314013_l.jpg" border="0" class="linked-image" />
My god Mendasp looking at that scene just made me realize how simplistic and prop infested my designs are. You have shown me another way and have inspired me to strive harder and become a better mapper.
<img src="http://i45.tinypic.com/30m4zer.jpg" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/205thqs.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
NICE! How did you do that?
<!--quoteo(post=1742318:date=Dec 3 2009, 09:52 PM:name=slayer20)--><div class='quotetop'>QUOTE(slayer20 @ Dec 3 2009, 09:52 PM) <a href="index.php?act=findpost&pid=1742318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Working on my mineshaft area. I would really like to see some more mining tools for stuff like this...
Not sure where this mine is going though, so I'll come back to it later.
<img src="http://img37.imageshack.us/img37/9296/editor4.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I think you should change the floor to the gravel texture.
<!--quoteo(post=1742319:date=Dec 3 2009, 09:57 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Dec 3 2009, 09:57 PM) <a href="index.php?act=findpost&pid=1742319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the red under the door - create a really nice atmosphere - but at the same time, I wish I could get into a vent and then get into that area because it looks red and cool :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I know what you mean, but I like the fact that you want to do that. The whole point of that door is to make the level feel bigger than it is, so from you saying that you want to go and explore it, I would say: Success!
I plan to put more doors/vents in like this. I want my levels to feel huge, even if they aren't.
Talking about that door, there is a cable that runs under it and into the room, but it falls out into space and looks really bad when you looks down on the level (Commander View). What will happen to all the props and stuff that you can see only in commander view. I am guessing there will be a blackout/no_draw texture that we will have to use to finish off the gaps in the map?????
I'm curious about the mechanics of this as well. I hope it will work via Layering so that you can just have a "does not appear in commander mode" flag alongside the Invisible button. Will help clean up that viewpoint for slower machines having to process unnecessary models.
I'm going to have to take a page from your book ink and see about adding extra dead-ends that look like they could go somewhere to create an illusion of size.
You cannot get to it but it's viewable (or perhaps it is accessibly but not until tech points are taken and therefore "unlocks" the door that opens it) or some such :)
You cannot get to it but it's viewable (or perhaps it is accessibly but not until tech points are taken and therefore "unlocks" the door that opens it) or some such :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope to hell that there are scripts you can set up like that (and that they are fairly easy to set up)... where you can nestle additional rooms and corridors in the map that don't open until tech is active. ;D
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=108310" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=108310</a>
They are just custom materials. Was just playing around seeing how easy it was.
(because of the colour outline) now you have.
Why is there only one yellow light on the right side of that hallway?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah i just planted the dark matter to see how it could look, didn`t invest any time in aligning it. The lights are broken I guess ?! :D
But to be honest, I was lazy since this is just a test room and doesn`t need to be perfect.
I fliped the colums from the left side, so the light is now on the wrong side. I should have planed it better from the start. I only bothered fixing the first one.
Tried to quickly recreate this for giggles. Can't do the water/glass yet, and REALLY want that atmospheric flag to work, but was fun to work on:
<img src="http://img256.imageshack.us/img256/3833/corridor.jpg" border="0" class="linked-image" />
Looks awesome !
I`m planing to use alot of green aswell for my next scene.
<img src="http://img708.imageshack.us/img708/5889/sparkcorridor01.jpg" border="0" class="linked-image" />
Finally managed to play with the editor today. I had access to it months ago but I have been so busy, I've not been able to play with it.
Verdict: Awesome. The lighting is incredible in this engine, I'm amazed it doesn't need to be baked.. Will this be an option somewhere down the line? Also, is there in-editor occlusion of models or not? The editor could also do with a better grid system, I can't really tell when I'm aligning properly.. This could be a model pivot point problem too.
I have a request... I have been trying to make a support structure I have seen in a concept art I found on the web, but I just can't manage to do it succesfully. I think it should be rather simple really... the trouble is also that I want to have the same distance in the supports [as shown in the picture] and that the structure is also at an [I have chosen for 45 degrees] angle [Or should it be a bit more?].
Can someone make this? And/Or tell how it should be done (best with pics me thinks)? And/Or share the result with us all?
I'm looking at the more experienced peeps ovehere who know how to get things done properly while taking into consideration the direction of the support beams in terms of texturing...
Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
<img src="http://img692.imageshack.us/img692/1112/unknowcorridorbeam.jpg" border="0" class="linked-image" />
<img src="http://img709.imageshack.us/img709/9430/unknowcorridor.jpg" border="0" class="linked-image" />
Hope to hear from you guys!!
Greetings,
Xtof
Hope to hear from you guys!!
Greetings,
Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
try here :)
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108310&st=40" target="_blank">http://www.unknownworlds.com/ns2/forums/in...08310&st=40</a>
I have a request... I have been trying to make a support structure I have seen in a concept art I found on the web, but I just can't manage to do it succesfully. I think it should be rather simple really... the trouble is also that I want to have the same distance in the supports [as shown in the picture] and that the structure is also at an [I have chosen for 45 degrees] angle [Or should it be a bit more?].
Can someone make this? And/Or tell how it should be done (best with pics me thinks)? And/Or share the result with us all?
I'm looking at the more experienced peeps ovehere who know how to get things done properly while taking into consideration the direction of the support beams in terms of texturing...
Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
Hope to hear from you guys!!
Greetings,
Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say start with your wall at 45 degrees, extrude the entire shape out as a single piece, then draw a rectangle inside to carve out the shape you want. I'll try to show you what I mean, just as soon as I find out if the spark editor will run on a netbook...
edit: nope, i get a minidump error when i try to run it, so no mapping right now for me...