Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
I released 3 maps (posted on page 2). They are my first maps so yeah they suck at texturing, they also have some steep edges, so yeah there is stretching (maybe in the future there can be a fix for this). What I would like is some play test feed back on the game play on the maps. Thanks!
Okay I suck at texturing. But I have assembled many new textures patterns (for map edit) and have been working on some 'skirmish' maps. The maps are with Contact's small scale battles in mind but it can be used for other mods, such as tank wars and what not.
Here is a pic of one map I was working on called dust (of which is giving me problems with not showing up in the map list).
Anyways since I'm pretty noob at texturing maps I'm going to share the height maps and see if any one wants to contribute to the skirmish map project. Only rules is share what you make.
and "Doom" I intend to add lots of metal to the lower pit. Maybe some toxic water to slosh around in (just a little bit)? download/file.php?mode=view&id=5710
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
2 questions:
1) do verticel heightmaps cause a compiling error where I might not be able to load the map in the map list?
2) For steep wall like slopes would it be easier to create a wall like feature to go over the slope with a non stretched texture, or should I just suck it up and make them steep (but not 90') slopes?
you can use blender if you want to deform a plane using a cavity map
edit: those maps could look pretty damn nice if you...
1) taper the tops of the walls to make them less vertical, which will allow more pixels to be spent on them and reduce the nasty stretch
2) have a look at the "texgen" feature of springmapedit.... you'd be able to recreate most of that texturing automatically using a script
3) get some normals in there.... genetica allows you to make tiling textures with a corresponding bumpmaps... for most maps i texgen once with diffuse, then texgen again with the corresponding normals
4) combine the diffuse and normals with a top-down render in blender or otherwise
these maps remind me of an absolutely terrible experimental map I made called "Killah Death Metal" or something equally terrible... I wonder if it still exists.
edit: just realized that this could be taken as an insult to your map... that was not my intent... this map also demonstrates my attempts at decorating vertical walls with features BTW which is the other reason I was reminded of it.
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
i wonder if it is possible to create some kind of shader to draw a different texture on near vertical slopes, maybe even changing the texture dependent on the type map? it seem like it would cost less than replacing wall with vertical features.
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