Author Topic: Mapping  (Read 53801 times)

Here's a screenshot of GM_Bedroom v3 to make you happy,

the windows aren't physgunnable, it has a few ai nodes, and the cubemaps are fixed.

the windows aren't physgunnable, it has a few ai nodes, and the cubemaps are fixed.

Looks better than the actual bedroom c:

Was that all made by just placing cubes, carving, hollowing, and repeating?

Was that all made by just placing cubes, carving, hollowing, and repeating?
Carving, that's a no-no.  Makes things off-grid and messy.  Clip tool and vertex tool work out better.  And no hollowing either, most of this is just vertex tool and cubes.

Needs dem secret places


No.
Why don't you want to make secret areas? Are you lazy?

Why don't you want to make secret areas? Are you lazy?
Well yes, but they wouldn't be used too much, and would just turn into a secret spot to spam in.

I mostly just want the mattress area.

Is it possible to texture in hammer and layout the texture area before exporting to quark
and torque constructor? Constructor sucks and half the time the brushes and faces don't
select when I click them.

Is it possible to texture in hammer and layout the texture area before exporting to quark
and torque constructor? Constructor sucks and half the time the brushes and faces don't
select when I click them.
I guess?  You can import your textures as VMFs into the game you have activated in the SDK, then texture it in hammer.

I guess?  You can import your textures as VMFs into the game you have activated in the SDK, then texture it in hammer.
So I make duplicates as VMFs, import them, texture it in hammer, then it will stay
textured in TC?

Err, I mean VMTs and VTFs.  But yep. 

i have lost the will to map ):

Am I doing an ok job on mapping so far?

Your guys silence makes me uneasy