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OCD2

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Everything posted by OCD2

  1. Thanks, I was hoping that if I was making a horrible mistake, someone would point it out lol.
  2. Had a block of time to work on the map today. Tried focusing on the construction of the cell doors - after several unshown iterations today, its very close and beginning to look symmetrical. The door could possibly a very tiny upsize, or at least a change to the doors bevel width. A texture to contine the wall lines across to the door bevels should give it a nice contiguous look. Excuse all the mostly redundant pictures, this is the first map ill be publishing, and im still excited about the process. In future maps, ill refrain from posting minor updates, and post only when there is something substantial to show.
  3. Lunchtime quick redo of the cell doors. Its close - probably one more 4 unit slight resizing of the door, a 2 unit move downward, and reoptimizing the frame could wrap up the construction of the cell doors.
  4. This cell door construction with bevel top is one step closer. I think it could be bumped upwards one unit and the surrounding area could be optimized nicely. With refined textures (and a new one to fit lines across the bevel(s) surrounding the door), it should clean up pretty well.
  5. Tried a few bevels above the cell doors, a simple angled brush and cell door number combo looks best thus far. Doors still need work. Also, added a shiny floor texture to test. Final floor will have a minor light reflect/envmap.
  6. The larger concept inward-beveled cell doorframe. I think it needs to be just a unit smaller, though its closer to scale. The convention of the main hallways is that the upper side walls are beveled along the corridors, and halls/rooms are squared at intersections to other corridors. The cell door protrudes into the bevel a little at the top, which ill probably "fake" in with a texture on the bevel - as well as bake in the glowing prison cell number into the bevel texture. After the cell door construction is complete, the rest of the level is mostly variations on a corridor. Cut/Paste/Add a little detail here and there. Textures and texture variations will be the key to make the map look polished, as well as shaders. I have a graphics tablet on the way - the texturing should become quicker, cleaner and nicer with a better drawing tool.
  7. Life happens. I have recently been informed of an unexpected long work trip coming soon. You do what you can, January is not that far off.
  8. It's progressing. This is still the early build, hopefully will be much better when the layout is set and I refine the textures and shaders!
  9. Some resizing, optimizing, texture touch-up, and minor details added. Made a few new cell door constructions, still deciding on the final selection. Larger update to come soon.
  10. Not to much time available for the editor, but had to at least make a small adjustment. Made the recessed door a size larger. The previous quick mock up was smaller than the existing doors. (Also enlarged the and refit the texture) The enlarged concave door is on the right in the photo, in contrast to the convex door on the left. It makes a difference in perception, subtle but evokes the source material - though still needs to be re-adjusted/re-done,( and textured). Fixed the leak as well.
  11. First "concave" beveled door construction, flush to the wall and indented like the source depiction. Door on the left side has the first pass concave door construction. (right side is the protruding doorframe) Clearly a bad construction, causing a leak that is darkening the player model again. But slow stepping towards the correct direction.
  12. That's ok, it looks like its Italian lol.
  13. Thank you for the compliments! Yes, I intend for a least one functional cell door and a fully modelled prison cell to be included. The OP post has all the current plans for the map, and I update it if anything regarding the map changes.
  14. Lunchtime dabbling with the cell door texture and the lighting. Found an egregious leak that was ruining the lighting, caused by some decimation of earlier hallway builds. Now the level and player models have lighting and color again. Currently the build is just 3 short hallways (and a control room), that I have been changing and altering as I build out a form of the main hallways. The cell door construction is the next/last thing I need/want to build to out closer to the end product. Once the cell door construction is refined, I should be able to quickly propagate the rest of the map to a testable state. After that, it will be refining the layout, and ultimately going over all the textures. Having quality textures that highly reflect the source material will be what really "completes" the map. Its already begun to be "fun" to run through the corridors shooting - if you dont look at the textures too closely lol.
  15. Little lunch time light clean-up for the door textures. (not final but better) Also some random texture touch up.
  16. And a quickie upper support lighting shader addition to cap off todays time available to update.
  17. I turned the lights on. Initial shader bug fix I tried was adding some blue color to the image being blended, thinking that might help - no result. So I looked at the shader file I made. Noticed it was saved as a .text file in the shader folder. Thought that may have been the issue. Found a way to revert it back to a .shader, and ..... nothing... lol. Next I looked into my shader script, and found the texture it referenced at the opening line was incorrect - In trying to revert the .text file earlier, I think I opened an existing .shader file and copy pasted into it, and then renamed it to the new name, forgetting to change/remove that top line. That made the blended glow shader work - but of course at first it was the blue light special from my earlier attempt to fix the shader. (Final picture below) And lastly, I returned the textures to a more white tone glow. I think they need more light intensity, but at least they are in place now and easy to change as I refine all the textures.
  18. Optimized lanes by removing brushwork that was simulating the indents that run across the sides - replaced with a texture that I made to align with the indents on the columns. It allowed the removal of a large number of brushes, and gave the area a nice consistent look, as well as simulating the lateral indent lines around the cell doors. Not the final texture, but looking pretty close for the first pass. Still working on fixing the light shader for the columns.
  19. My quick typing and use of incorrect terminology is likely confusing you lol. I attached a photo that might help explain what im attempting to do with the texture. Blue Area: In the map im creating, I have brushwork columns that I would like to keep as they are structurally. Yellow Area: On walls that meet up to those columns, currently I have placed long brushes to "connect" to the segmented column. I was hoping to eliminate those long grey brushes currently in place, and make a simple texture that has two drawn lines to simulate the indentes brushes. I thought it would help optimize the geometry. Green Area: Where I would like to have a texture that meets up with the lines of the brushwork , hopefully giving the effect of being seamless, but less work for the game engine.
  20. What is S & T? I wouldnt mind trying the math/long way, at least once. I just do not know the equation (s). I had no luck finding any texturing guides.
  21. Hello, I'm attempting some custom textures. What I would like to achieve is to have the pixels of my "drawn" pipe texture on a wall line up with a pipe that is made of actual brushwork, so they look contiguous. How do you line up textures to meet with structural brushes? Is there a pixel/gtkradiant block ratio that you can use to help align your textures to brush made structures?
  22. Clearly I have mastered shaders..... The light panels on the columns are not intended to be black? .......... But at least the basic texture shows up ? lol. White light glow column shader hopefully bugfixed over the weekend.
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