View Full Version : DM-1on1-Iridium
legacy-Thoron-dur
07-03-2006, 09:07 PM
Im workin on this map (c title) and I got most parts finished.. its a small 1 on 1 map basically just to learn play around with the lvl editor and stuff.. Got most parts figured out already and I think its starting to look like something :)
The reason I made this post is because I can really use some tips and hinds for the lighting and the textures I use.. Imo that part still needs some improvement but im not sure how to get it done properly.. (I might also have used a lil difficult semi round shape to texture, but I guess its a lil late to change that heh..) Maybe some of the more experienced mappers can take a look? That would b awesome :)
http://home.versatel.nl/van_de_berg/DM-1on1-Iridium.rar
heres a lil screeny
http://home.versatel.nl/van_de_berg/SS1.JPG
legacy-Ryandar
07-04-2006, 06:57 AM
What exactly are you looking for? Tips on what textures to use, or on how to apply the texture?
As for lighting, I would suggest you experiment. The lighting in the screenshot doesn't really look like it's coming from the light fixtures.
Try this out: place one light near all the fixtures, that has a low radius, but high brightness, and then place another light by all the fixtures with higher radius and lower brightness. This usually looks better than using a single light, although you have to experiment to get it right. Mess around with different values, and see what looks right.
Good luck.
legacy-Thoron-dur
07-13-2006, 01:34 PM
Sorry for the late reply.. Had some exams last week and didnt have much time left for games and stuff like that :P Tnx Ryandar for your good advice :) The lighting looks better already.. As for the texture.. well the next pic shows the 2 major problems I am stuck with besides the awkward shape the lvl has to start with XD
http://home.versatel.nl/van_de_berg/nie_goe.JPG
Starting with the tiles at the wall panel.. As u can see from the vertical aligning the tiles have the same proportions, tho horizontally the tiles are stretched out at some points.. I tried moving the texture some to the left and right but obviously the problem stayed visible and it just looks ugly.. No clue how to get it fixed :/
The ground surface lights up because of the lighting but instead of having a smooth transition to the more shaded area u see this sharp line were the lighting just stops... lol (this is only the case at this ground area.. havent seen it anywhere else yet :weird: ) Im gonne try some more experiments with this later today but so far I havent found a solution to this either :/
The background wall panel looks ****ed up aswell becuase of all the angles it makes, but I might b abled to reduce the looks of this by searching a more suitable texture..
Any help is welcome.. tanx in advance
legacy-pcmods
07-13-2006, 01:45 PM
First:
You are always going to get that stretched texture look and unalignment on BSP walls, especially in the fasion you have them, cylinder. A static mesh on the other hand does not have this flaw.
Secondly:
Is the floor a static mesh or BSP?
legacy-Thoron-dur
07-14-2006, 04:03 PM
bsp aswell ;/ hardly used any static meshes in this map (well cept for some details..) its a very small map anywayz
legacy-Ryandar
07-14-2006, 05:49 PM
To fix that, I'd suggest you break up that surface some. That way you can "hide" the texture misalignments. (if you need clarification, just ask)
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