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Posts posted by OCD2
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2 hours ago, NAB622 said:
I think the best you can do in Radiant is to use the natural setting on your patch, and then align the textures on the brushwork to match. You might have some luck aligning the textures with ctrl/shift/alt + arrow keys, but that's about the best I can think of.
Alternatively, you could manually do the math for the texture coordinates to the S & T coordinates and plug then into the patch inspector manually, but that's a lot of work.
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.
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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?
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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.
DarthValeria, HUM-3154, Lancelot and 1 other like this -
20 hours ago, tinny said:
This is pretty cool, you mentioned it's an extraction objective for siege. Will that involve the prisoner from the show?
That is the intention.
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Having issues with what im guessing is a Windows 10 and Wi-Fi issue.
All other devices work except my desktop, which has Windows 10 and updated recently.
It's ruining my workday, as well as halting progress on my mod.
Very frustrating - anyone else having this fun with the new win 10 update?
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Less enthused with today's episode. It was okay, though seemed mostly filler due to the presentation.
SpoilerThe inclusion of a marvel ant-man ant as an alien was a bit cheese, and the frog quest so far also was a bit predictable. I called out most of the scenes before they happened.
Also, for mando to be absolved of his involvement of the prison break was too quick. Justice for Davan!
Also, baby yoda eats babies.
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Low budget door texture concept.
Lancelot, DarthValeria and ZelZel like this -
Lunchtime texture upgrade / brush cleanup.
Removed placeholder excessive brush & texture combo that was littering the hall wastefully.
New texture for the cell door panels, and a new panel texture for the pillars in the small corridors with no jail cells.
Not final product, the shape is wrong, but its closer to the source and easier to replace with the final texture when it comes time.
HUM-3154 and DarthValeria like this -
3 hours ago, JohnPraduitorul said:
I think he is mainly in a tattered black robe with tusken raider gear. Though a modeller might need more photos of him for details, I'm sure he will show up more in the season.
Could be a nice addition to the mando themed contest that will run next.
A potential future map I was considering is the "monster" fight scene right before him showing up. Mainly for fun, a 1v32 mode would be included.
HUM-3154 and JohnPraduitorul like this -
In the spirit of at least a little work each day:
A 10 minute new light panel texture to replace the previous 2 minute texture. (not a final artwork!)
Lancelot, HUM-3154, JohnPraduitorul and 1 other like this -
Had a little time to work, so started scaling down the length between the support columns in the hallways.
I may check my math tomorrow, though its looking close.
Picture is just to help visualize, cells here set at 3 x 3, then a small corridor, repeated once. Actual layout not set.
I did not scale the placeholder cell doors, so they may be altering the perspective. The scaling down also highlighted how off center my MS paint overhead light panel texture was made! It's probably skewing the perspective.
Player model is dark now, maybe something to due with the density of light entities currently in the hallway. Maybe it will rectify when the lighting shader textures are set and some of the light entities are removed?
Also cleaned up the arena and siege file.
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19 hours ago, Noodle said:
If you have more reference pics laying around, please do post them since it makes a modeler's work much easier.
How about a whole video detailing the droids?
Also highlights the Type 2 droid, which they say was based of the R1 model from a New Hope. Perhaps a modeler could make a 2 models for the price of one - both the Episode 4 and Mandalorian version are very similar.
HUM-3154 likes this -
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4 hours ago, ZanderNao said:
Given that there's a prison ship map in the works, this would make a good companion piece for sure.
The picture for your kitbash idea is a good texture match, but I haven't seen a model with those colors. Just the grey version of HK?
Still, a very good idea over all!I'm not certain that color HK model exists - it just happened to show up when I was searching for images of the Security Droid.
I believe someone was making the comparison between the two models, or indicating they were produced by the same manufacturer.
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Thank you!
I was hoping that showing my commitment would serve to get feedback on my progress, tips on what I could do better, and maybe inspire others to try modding or mapping.
Im a very creative person, and willing to put in the work - though I will definitely still need support in certain aspects of developing my idea. (Namely scripting and shader work)
I've had a lot of assistance from people in the community already as im learning and I really appreciate the help, as well as the constructive and motivational posts.
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10 minutes ago, Circa said:
I didn't even think of that reference. Ha. That's interesting.
I do not know if it was intentional, but that was my thought when I watched the episode.
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On 10/31/2020 at 11:38 AM, Circa said:
Okay, so first episode of Season 2 was extremely good. Spoilers:
The KOTOR references were so well done. Not only was the krayt dragon amazing looking (one thing KOTOR got wrong, imo, since it's based on the skeleton we see in ANH), but the way they went about taking it down was very similar. Communicating with the Tuskens was awesome as well, something we've never seen much of in any medium, but in KOTOR you use HK-47 to translate, but Mando straight up learned their language directly.
The best nod to KOTOR though was the Krayt Dragon pearl that they removed from the corpse. I got so happy at that point.
Involving Cobb Vanth was really cool and kind of expected. I was worried that Mando would see he's a good man and let him keep Boba's armor but was relieved that they didn't do that.
Then of course, that last shot, the one we've all been wanting since hearing about this show. Boba himself is confirmed alive. I hooped and hollered at the TV and the people I watched with had no idea what I was on about. They didn't really recognize him, so we had to back it up and they were OH WOW IT REALLY IS HIM.
So excited for this season.
It was a very fun episode.
SpoilerThe whole puke dragon fight reminiscent of Game of Thrones (which Pedro Pascal was on) was great. They even included the ballista's.
Im highly certain Cobb Vanth will show up again. He may be gifted some sort of armor from Din, after he finds out Boba Fetts armor is not beskar. Or come back later for reinforcement in a later flight.
And the acid damaged eyebrow-less Boba was intriguing, I'm glad he was not fully as he was when he went into the sarlac.
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7 hours ago, Noodle said:
I've outlined with red some things you need to add for it to be more like in the show.
The structural support needs to have 2 square lights, one below and one on top. There's also a pair of rectangular light sources on top of the structure that your map is missing.
The control panels on the pilllars aren't as wide as the pillar itself, trim it on the sides.
Also, the light source on the roof isn't like the one you're doing on your map. You can change the texture on the sides to repeat more times so it looks closer to the show and change the one in the middle to be closer to the one in the reference picture.
Hope it helps!
Yes, thank you for pointing those out.
The console panels will become "embedded" as pillar textures. They are currently all extra brushes slapped on the columns just for me to help visualize the end product.
I plan on making or remaking all of those textures you pointed out, replacing my current fancy microsoft paint placeholder textures.
Still working on scale and layout, making a few hallways visually match the scenes in the show, and remaking the control center to scale.
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Height and width to scale for the main corridors / lanes and columns rebuilt to scale.
Most of the time I had available to update was spent calculating the scale and measuring the various distances and column pieces to rebuild.
Column spacing still needs to be set to scale lengthwise.
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16 hours ago, Lancelot said:
This map is awesome. It's also from one of my favourite episodes!
It has the potential to be far more than just a FFA map. I see it as a map that gives you a certain mission, which requires stealth and tactics, just like in the show. It would be a shame if it becomes like one of those exclusive Moviebattles II maps in which the players are aimlessly shooting through the hallways.
Once it's staged out, there are plenty of options for gameplay - multiplayer obj, multiplayer ffa, single player, roleplay.
That's partly why I'm so enthusiastic about the project - there is a lot of potential utility to the map.
I hope my idea of the "security system" plays out well. I think I have a good idea now on how to make it give the feeling of having to play stealthy and avoid the "cameras" to win.
I think it's a great springboard project to learn all the aspects of developing a complete well rounded map/mod.
When I'm done, I should have the skillset to be able to put out a series of maps at a good pace I have a ton of ideas, and I'm really enjoying the creative process.
Lancelot likes this -
Quick lunchtime geometry update.
Brought the hallways more inline with the source material, resized the door control pads, added a small detail to the lighting/camera panel concept texture and made a quick pillar texture.
The width of the hallway definitely needs to be slimmed down, (as advised thanks!) which will be the next update.
Jeff, DarthValeria, ooeJack and 3 others like this -
On 10/30/2020 at 8:28 AM, Noodle said:
So far it seems that your map is too broad in comparisson to the source. Try to make the passages a bit more narrow and it'd both be more intense for gunfights and accurate to the source material.
Thank you, that's exactly the criticism and guidance I need. Much appreciated.
Last week I was rewatching the show before the new season starts, saw this episode and realized that it was set in a perfect quake map layout! I actually made the concepted corridors the same day I had the idea, and mostly from memory.
I've found some amazing reference since then in some set photos, and diagrams that are highly detailed, which should be very helpful!
I'm a newer player and modder. I have been working with the sdk for a few months in my spare time, Ive read the manuals (gtk,shader,scripting) and worked though a good number of tutorials. I can build and use the different aspects of the sdk, though I still sometimes have rudimentary questions, and I do appreciate any help / advice / tips / and or jokes about the visuals or something I've created that could be improved.
I've been using using the thread as a sort of white board to concept ideas, just letting the ideas flow, and then trying to select the better ideas and reeling back to an achievable goal.
The thought process for the hallways to was maybe have them a bit larger to potentially accommodate a 32 player bloodbath lol, make sure there is some form of cover, and that all classes and an npc could navigate the map without too many sticking points. Though I'm certainly open to resizing as I reiterate the map, to keep it closer to the source material.
I'm enthusiastic about following through with the map to a full featured end product that I can say I created, and hopefully at least a few people are happy to try out.
On 10/30/2020 at 8:33 AM, Circa said:I was about to say the same thing. The reference shot above compared to the picture above it shows the scale is way off. Mando looks tiny in the game compared to the shot from the show.
This looks really good though, keep it up!
Agreed, see above! Thank you for the critique and encouragement!
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More minor updates for the night before Season 2.
Added concepted cell number texture above the doors, and added more texture detail to the door texture concept.
Remade and lowered cell door bevels. They are wrong still, but this is where I stopped. I looked at some reference material, realized the construction of the door frame is actually recessed, which will make it easier to make and get a cleaner looking doorway using recessed cylinders. As well as clean up the hallway of potential sticking points.
Added some concept bevels at the top of the hallways that I did not notice in the show originally. Its subtle, though there is an angle at the top of the hallway corner.
Added this little jawa-vacuum looking detail that was shown outside the control room.
Kindergarten geometry to be cleaned up this weekend when I have a stretch of free time. Should go from impressionist painting version to a more accurate representation.
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4 hours ago, Ramikad said:
Cutscene isn't really the proper term in this case - the ones you mentioned are very simply scripted sequences, that can happen either during intermission (at the end of the game, for example) or at any time during gameplay. It's all a matter of scripting them and running the script in-game whenever you want.
You can also attach .ase models to func_static, so you're not limited to .md3 for that sort of scripting. I think even .obj could work, at least I know Radiant can load them. So simply creating .ase models and attaching them to movable func_static (always remember a system/origin brush!) is the easiest way to achieve what you want.
You've really been instrumental in keeping me moving forward the past few months while I'm learning the software, shaders and scripting.
Thank you for all of the succinct answers. I have a better idea now how to proceed.
Ramikad likes this
Texturing questions
in Modding Assistance
Posted
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.