WIP - The Batcave -1 reply

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megaman295

What?

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29th April 2008

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#51 8 years ago

It means that they're in their default T-shaped poses. You know, arms outstretched, feet apart, the usual.




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#52 8 years ago

Ah I gotcha. That was the general idea I had if I could get permission from Lightsource, but again no email. Well I made a new texture today and then mapped this little area

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You can't see it in so well in this screenshot but at the top right corner of the screen the bricks break away to reveal more cave rocks. Naturally there were lots of little brushes I added which I guess is what cause the MAX_MAP_BRUSHES error I got.

EDIT: Fixed the error and compiled, here it is in game

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Nozyspy

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30th August 2004

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#53 8 years ago

Looking great so far mate! Im loving the Bat Signal there, keep up the good work!




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#54 8 years ago

Added the big skylight to the roof of the cave, Hirman should be happy now :)

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I'll probably go back and smooth out the opening a little bit. Seems a little too jagged as it is.




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#55 8 years ago

I've been thinking about the terrain in this map recently, and I just wanted some feedback/help. The cave walls/terrain are supposed to be wet, so I gave them a specular map (I know an environment map makes more sense traditionally, but I think the spec map looks better here). However, the textures on a few of my terrain brushes don't line up correctly (I also get loads of those duplicate plane messages but I'm not too worried about those...yet). So, my reason for this post:

1. What do you guys think of the spec map on the terrain?

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2. Does anyone know how I can keep my quadsoups/trisoups from getting all wonky and keeping the textures from lining up correctly?

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DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#56 7 years ago

Little progress lately, but I have a small update. I'm working on a simple model for a keyboard to go at Batman's 'control center.' Textures aren't done yet, hasn't been smoothed either.

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I originally just had a crappy keyboard texture pasted onto a rectangular brush :lulz: I felt this deserved a custom model. I might be doing a mouse and desk as well, just so everything flows together nicely.




Szico VII

We want FF7-2/remake!

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14th September 2003

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#57 7 years ago

DarthStevenus;5471837

2. Does anyone know how I can keep my quadsoups/trisoups from getting all wonky and keeping the textures from lining up correctly?

When I get that issue, i turn all the offending brushes into caulk and build a 'quadsouped' patch mesh over it instead and use the 'cap' texture function. That usually works pretty good, but it is a bit fiddly. Also you can merge patches that still aren't playing nice provided youve alignned all the vertices correctly.

There are probably other solutions too but this is the one that I've used recently.