The big downside to making running shoes for the heavy?
I fucking hate texturing things. Seriously, this is the worst part of modelling anything, no matter how simple the object is. Making models? I'm cool with it. Making textures? I can do that too. Aligning the textures on the model? Total bullshit.
The big downside to making running shoes for the heavy?
I fucking hate texturing things. Seriously, this is the worst part of modelling anything, no matter how simple the object is. Making models? I'm cool with it. Making textures? I can do that too. Aligning the textures on the model? Total bullshit.
Are you exporting your UV layout and using that as a template in photoshop? Cause that makes lining everything up a lot easier.
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
The big downside to making running shoes for the heavy?
I fucking hate texturing things. Seriously, this is the worst part of modelling anything, no matter how simple the object is. Making models? I'm cool with it. Making textures? I can do that too. Aligning the textures on the model? Total bullshit.
Are you exporting your UV layout and using that as a template in photoshop? Cause that makes lining everything up a lot easier.
It's the uv unwrapping that drives me up a wall. I hate it more than words can describe.
Anyone have any strong reactions to the detailing I've done for trainwreck:
Detail one: Bricks lining the rail beds. Arched roof (used to be the tunnel with the flatbed in it, is now a truck loading bay).
Detail two: metal-lined truck loading bay, swapping out the ghostbusters sign for a placeholder gate.
Closeup of the train tunnel, lower roof, door frame:
Anyone see anything repulsive in this screenshot? There's something in it that bugs me, I want to see if anyone else notices:
I think it would be easier to give some feedback if I saw it in game, through my own control. The brick lining would be fine but the particular texture looks a little blurry, which wouldnt be a problem if it wasn't next to comparably sharp textures. Otherwise the first screen looks fine.
I don't think you have the loading bay lined with metal. It just doesn't work as well once you've established this as an underground tunnel. If you had a large concrete tunnel, you wouldn't put metal on the walls as decoration. If you don't like everything being painted concrete wall, try redoing the geometry around the loading bay to establish it as a metal shack that's been constructed in this larger concrete room. There's currently no logical transition to explain the metal room.
Third screen looks fine, same with the fourth. I don't know what you find repulsive. It might use a bit more punch of color after all the greys and browns.
The train tracks going up the right and left into the screen seem to be angled towards the player, instead of lining up perpendicular to the concrete floor on either side. Or am I nit picky?
Anyone see anything repulsive in this screenshot? There's something in it that bugs me, I want to see if anyone else notices:
#4 - Not enough contrast between the track boards and the dirt? Some weird crap going on with the aforementioned dirt under the middle track, around the black and yellow stripes? The misaligned painted, horizontal concrete stripes on the second level? Health bottles rotating at a similar, but not exactly the same, time?
I don't think you have the loading bay lined with metal. It just doesn't work as well once you've established this as an underground tunnel. If you had a large concrete tunnel, you wouldn't put metal on the walls as decoration.
Which is from a missile silo. The concept being, when they bore out a tunnel, they line it with corrugated steel to help moisture control and sealing the rock away. I also stole it from koth_nucleus. Go load the map up sometime and look at the textures.. some of them make zero sense, and yet it still works.
I'm not saying this makes my decision valid, but it wasn't something I just randomly picked.
edit - also, no one has yet spotted what bugs me in that screenshot. This tells me I'm probably worry about nothing that matters. If people are still trying to figure it out in the morning, I'll point it out.
Everytime xzzy says he's detailing within his trainwreck map I misread it as "derailing" and the map name only serves to further encourage this confusion. So what I'm saying is xzzy good luck with scripting your train derailment inside of the map we're all looking forward to seeing how it turns out.
Damn, TF2 froze like a bastard and forced a hard restart of my laptop, which now blue screens on startup. Using system restore to try and fix the issue now.
I bet the part that bothers him in that picture is the carnage of every train that strikes those perpendicular track crossings derailing and killing all passengers aboard and all the lawsuits that follow. It must weigh heavy on a man's soul.
xzzy, I'm with Buttcleft with the safety lines and Endaro on the color palette a bit.
A couple issues I'm having with hammer for the mapping gurus.
My water is not working correctly. It displays fine underwater...
but it is completely nodraw on the top surface. the splashes work however. Valve dev wiki has failed me.
Water is extremely susceptible to any kind of lighting error. Make sure that your maps' skybox is closed cleanly and nothing is leaking. If an entity of any kind is outside of the skybox (I once stuck my environmental light, the one that simulates the sun, outside the skybox-- it made sense at the time), it'll declare the entity "leaked" and fail to render your water surface.
Kupi on
My favorite musical instrument is the air-raid siren.
Props to those who actually showed up for the late-night session last night. Would've been more awesome if more showed, but you make do with what you can get.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Oh, wow, I always thought that was more of a circle light on whatever you point. Good to know.
That's light_spot. You'll see the two of them used together, light_spot and point_spotlight, with the dynamic light option for point_spotlight turned off.
Yeah, light_spot actually lights the map. point_spotlight creates the halo effect. There's several of them available, but point_spotlight is the most useful.
I learned about them by copying them from Valve maps. First place I go for answers is one of the vmf's Valve gave us.
Posts
I don't know what 'murk' means.
Are we G&T Tuftooers all going to meet at the TF2 tourney? How are we going to know who is who? Are we going to have a secret handshake?
Also, can I be on your team?
I was mocking the situation.
I fucking hate texturing things. Seriously, this is the worst part of modelling anything, no matter how simple the object is. Making models? I'm cool with it. Making textures? I can do that too. Aligning the textures on the model? Total bullshit.
Take all the time you need.
Are you exporting your UV layout and using that as a template in photoshop? Cause that makes lining everything up a lot easier.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
It means you gonn' get laid the fuck out.
So much. It's like saying, "THIS IS HOW MUCH I FUCKING HATE YOU"
It's the uv unwrapping that drives me up a wall. I hate it more than words can describe.
Joe's Stream.
Anyone have any strong reactions to the detailing I've done for trainwreck:
Detail one: Bricks lining the rail beds. Arched roof (used to be the tunnel with the flatbed in it, is now a truck loading bay).
Detail two: metal-lined truck loading bay, swapping out the ghostbusters sign for a placeholder gate.
Closeup of the train tunnel, lower roof, door frame:
Anyone see anything repulsive in this screenshot? There's something in it that bugs me, I want to see if anyone else notices:
the yellow/black stripes of the capture zone on the concrete on the left and right side?
I think it would be easier to give some feedback if I saw it in game, through my own control. The brick lining would be fine but the particular texture looks a little blurry, which wouldnt be a problem if it wasn't next to comparably sharp textures. Otherwise the first screen looks fine.
I don't think you have the loading bay lined with metal. It just doesn't work as well once you've established this as an underground tunnel. If you had a large concrete tunnel, you wouldn't put metal on the walls as decoration. If you don't like everything being painted concrete wall, try redoing the geometry around the loading bay to establish it as a metal shack that's been constructed in this larger concrete room. There's currently no logical transition to explain the metal room.
Third screen looks fine, same with the fourth. I don't know what you find repulsive. It might use a bit more punch of color after all the greys and browns.
A couple issues I'm having with hammer for the mapping gurus.
My water is not working correctly. It displays fine underwater...
Also I have what seems to be a door trigger that I had deleted long ago...
It is called Towering (as in towering fortress, no hats included as of yet) 3 caps gravelpit style. more pics if there is interest.
Do you have a sky_camera entity but no actual 3d skybox? I had that and a more severe problem because of an unnecessary sky_camera.
#4 - Not enough contrast between the track boards and the dirt? Some weird crap going on with the aforementioned dirt under the middle track, around the black and yellow stripes? The misaligned painted, horizontal concrete stripes on the second level? Health bottles rotating at a similar, but not exactly the same, time?
I was going for something kind of like this:
http://gearcrave.com/wp-content/uploads/2008/03/silo1.jpg
Which is from a missile silo. The concept being, when they bore out a tunnel, they line it with corrugated steel to help moisture control and sealing the rock away. I also stole it from koth_nucleus. Go load the map up sometime and look at the textures.. some of them make zero sense, and yet it still works.
I'm not saying this makes my decision valid, but it wasn't something I just randomly picked.
edit - also, no one has yet spotted what bugs me in that screenshot. This tells me I'm probably worry about nothing that matters. If people are still trying to figure it out in the morning, I'll point it out.
Oh Oh! On the second floor, when the floor meets the slanted wall, there's a gap there. You hate that gap. It drives you mad.
I'd put money on this.
Patch notes:
Ha ha, just kidding, there was no update. If you own an Undead Scottsman computer, play at your own risk!
But everything else people listed is a legitimate concern too.
Water is extremely susceptible to any kind of lighting error. Make sure that your maps' skybox is closed cleanly and nothing is leaking. If an entity of any kind is outside of the skybox (I once stuck my environmental light, the one that simulates the sun, outside the skybox-- it made sense at the time), it'll declare the entity "leaked" and fail to render your water surface.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I think he used a series of portals and crystal spheres to transfer them from caches of souls.
http://developer.valvesoftware.com/wiki/Point_spotlight
That's light_spot. You'll see the two of them used together, light_spot and point_spotlight, with the dynamic light option for point_spotlight turned off.
I learned about them by copying them from Valve maps.