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Not really help but

Posted: August 4th, 2010, 7:13 pm
by Ykarus
Since i have broken my arm im really fed up playing wow all day so i set to my radiant and just started mapping...
after a work of 3-4 hours i completed some ye dunno how to call it maybe park

I found a preference in the internet which i used http://view.stern.de/de/picture/1079145 ... 10x510.jpg

Just tell me if u like it or not or if u can see anything i could improve.

Re: Not really help but

Posted: August 4th, 2010, 7:46 pm
by Soviet
Very nice, good blending of models and brushes, that's something I have trouble with.

Re: Not really help but

Posted: August 4th, 2010, 8:29 pm
by Ykarus
mhm im not going to make real maps so i fokus on the detail :D that works most time

Thanks for positive supply

maybe im gonna post more of my prefabs :D


EDIT:

I added a trench ... really breaking your arm is a great idea to map! :P

Re: Not really help but

Posted: August 4th, 2010, 9:29 pm
by Hoogie
Looking good!

Re: Not really help but

Posted: August 5th, 2010, 9:40 am
by waywaaaard
Worsth things I've ever seen. Please shoot yourself ^^

Re: Not really help but

Posted: August 5th, 2010, 2:11 pm
by Ykarus
hm i think i got a deja vu did u say that to me before ?

Re: Not really help but

Posted: August 5th, 2010, 2:21 pm
by Drofder2004
In the trench picture you are using brushes that are clearly not aligned (hence the thick black line in the middle square).

I advise use of terrain/patches and using the weld function.

Re: Not really help but

Posted: August 5th, 2010, 4:45 pm
by Ykarus
Hm tanks to Drofder

that really confused me ... i checked it 10 times in radiant and finally compiled -.- looked well ingame

Must be my bad pics ingame the are in line...-.- hm or maybe its caused by the rotation^^

Btw i finally used this mirror texture first time in a map this is the pic to it :D

Re: Not really help but

Posted: August 5th, 2010, 6:59 pm
by Drofder2004
Its the rotation that is doing it, and by doing it you are potentially going to cause errors in compiles.

The only thing I would suggest if you are going to stick with non-aligned brushes is to make ALL the parts "detail" so the compiler ignores it during VIS.

Re: Not really help but

Posted: August 5th, 2010, 7:01 pm
by Hoogie
Go make a jump map :P

Re: Not really help but

Posted: August 5th, 2010, 7:39 pm
by Rezil
Drofder2004 wrote:Its the rotation that is doing it, and by doing it you are potentially going to cause errors in compiles.

The only thing I would suggest if you are going to stick with non-aligned brushes is to make ALL the parts "detail" so the compiler ignores it during VIS.
Just make a prefab out of it and you can rotate it all you wish.

Re: Not really help but

Posted: August 6th, 2010, 12:39 am
by Drofder2004
Rezil wrote:
Drofder2004 wrote:Its the rotation that is doing it, and by doing it you are potentially going to cause errors in compiles.

The only thing I would suggest if you are going to stick with non-aligned brushes is to make ALL the parts "detail" so the compiler ignores it during VIS.
Just make a prefab out of it and you can rotate it all you wish.
Again, I would still advise as detail (or well portalled) otherwise the odd angles could cause VIS errors.

Read: http://modsonline.com/Tutorials-read-135.html

Re: Not really help but

Posted: August 6th, 2010, 2:50 pm
by Ykarus
Thanks Drofder really good tut :D

Never thaugt such small things cause such big errors