Author Topic: Current WIP - Ruin Castle Redux  (Read 557 times)

Legacy_Pstemarie

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Current WIP - Ruin Castle Redux
« Reply #30 on: February 03, 2013, 01:41:30 am »


               

henesua wrote...

Any chance of a Q compatible release for that baby?


I'd say the possibilities are quite good. ':bandit:' However, I'd like to coordinate that with TM. I have a version for Q v1.6, but I'm not at all happy with the wall texturing. This coming week I'm going to experiment with larger non-tiling wall textures to try to break up the repetition. I'm just not sure how to go about the mapping. I'm basically looking at a single texture that is 512 pixels wide by 1536 pixels high. However, whenever I try to use the unwrap tool to map the walls the texture looks off because the tool compresses it to be 1x1 instead of keeping it at 1x3.
               
               

               


                     Modifié par Pstemarie, 03 février 2013 - 01:41 .
                     
                  


            

Legacy_Rolo Kipp

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Current WIP - Ruin Castle Redux
« Reply #31 on: February 03, 2013, 03:25:30 am »


               <reading up on...>

Try UVW map planar first, adjusting the x & y values

Then collapse the map and add UVW unwrap after that...

If you want, I'll be working on the Crystal Wall & Wall of Souls tomorrow morning. You can drop what you have in our Dropbox and I'll see what I can do.

Worked pretty good on the smithy, I think :-)

<...cartography>
               
               

               


                     Modifié par Rolo Kipp, 03 février 2013 - 03:26 .
                     
                  


            

Legacy_T0r0

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Current WIP - Ruin Castle Redux
« Reply #32 on: September 19, 2013, 02:41:09 am »


               updates ?
               
               

               
            

Legacy_Tiberius_Morguhn

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« Reply #33 on: September 22, 2013, 04:54:01 am »


               Interesting you should ask.  Started tweaking with this some more the other day.  It's actually in a fair enough shape to release.  There are still some walkmesh issues I am trying to trace down.  And some shadow issues.  May make a beta release just so people can use it.......stay tuned.
               
               

               
            

Legacy_Draygoth28

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« Reply #34 on: October 03, 2013, 10:21:10 pm »


               This looks very interesting.
               
               

               
            

Legacy_henesua

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« Reply #35 on: December 10, 2013, 11:37:58 pm »


               *pokes in to look around at the ruins*

Any chance we'll get a looksee at these?
               
               

               
            

Legacy_Tiberius_Morguhn

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« Reply #36 on: December 14, 2013, 08:49:52 am »


               

henesua wrote...

*pokes in to look around at the ruins*

Any chance we'll get a looksee at these?


Errrr.......yeah.  ':?'

I haven't had a lot of time to poke on the wok recently.  The shadows are a mess too.  I am trying to figure out some time over the end of year holiday break to work on this some more.  If folks want a very beta version, I can put it on the vault.  Don't say you weren't warned though......
               
               

               
            

Legacy_henesua

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« Reply #37 on: December 14, 2013, 04:04:08 pm »


               If you upload it, I'll look at it. '<img'>
               
               

               
            

Legacy_Tiberius_Morguhn

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« Reply #38 on: April 22, 2014, 09:44:46 am »


               

Uploaded v1.0 here for people to use and tinker with.  There are still many walkmesh and shadow issues.  Very much *still* a WIP in this release.  Maybe something from this can help pstemarie with the version he is working on in the TNO reconstruction.