Author Topic: Mapping  (Read 53184 times)

T3D island

It gives the look of Myst and other pre-rendered 3D games. Right?

Have you applied any cubemaps?

my failed maps









these maps where ruined and unfinished because i could not get the models to stay. AKA the ufo, houses, or trees

I can think of... Hmm... 26 different reasons why these were failed.

2 of them are:

1). They are copies from other maps;
  - GSF Paradise Docks
  - GSF Paradise Cabin
2). UFO idea was already used;
  - Dustlands
  - I think another map.

I can think of... Hmm... 26 different reasons why these were failed.

2 of them are:

1). They are copies from other maps;
  - GSF Paradise Docks
  - GSF Paradise Cabin
2). UFO idea was already used;
  - Dustlands
  - I think another map.
You forget, why did you quote the images.

Have you applied any cubemaps?
I have the entities, but none of the brushes are cubemapped.





Just some new stuff. I'll have some more tomorrow.

I can think of... Hmm... 26 different reasons why these were failed.

2 of them are:

1). They are copies from other maps;
  - GSF Paradise Docks
  - GSF Paradise Cabin
2). UFO idea was already used;
  - Dustlands
  - I think another map.
I used these for taste and some people liked it.

Guess what. I think I'm going to fire up Hammer and do some long overdue mapping later today.
« Last Edit: May 08, 2010, 09:47:36 AM by Sirrus »

Guess what. I think I'm going to fire up Hammer and do some long overdue mapping later today.
Hammer's broken.

Alright, i think the carpet texture bumpmap is a bit too dramatic, what do you guys think?
-snipsnip-


Bumpmapping adds great detail, but the sad thing is it takes alot of rendering power to render it, so it wouldnt be good for some people who have crappy computers.



I retextured the tops.

A nice shot of the terrain:

Closeup of the structure:


meh, ill fire up hammer later and get some sneek peak shots of left 4 mod.

How does dae model importing work in Torque3D? Or is that a feature of something else?

How does dae model importing work in Torque3D? Or is that a feature of something else?
I just plop a .dae in my shapes folder and it automatically appears in the "new->mesh" panel.
Then I assign the groups I've made materials in game.



When you first load a .dae there are some options for it (such as importing scene lights and some other stuff I am not familiar with)


Oh so those were actually dae models and not interiors? I that would explain that hole you've got in the platform too.