Author Topic: First building type model :3  (Read 5740 times)

Try export in legacy or something?


Also looks nice tails :D
The orange is a little out of place though.

Arent you Fresh Meat?
Your character is there and i wonder how you got in that?

Arent you Fresh Meat?
Your character is there and i wonder how you got in that?
I walked?

Try export in legacy or something?
Didn't work

The orange is a little out of place though.
Eh, maybe a darker orange?

The wall texture stretching has to do with Constructor, not the texture. I can't quite remember why it happens or how to fix it, I haven't opened Constructor in months. I thought that it was caused by changing the size of the brush too many times, and occasionally the program wouldn't resize the texture correctly or something.

Eh, maybe a darker orange?

I think he meant some nice brick/stone/metal instead of dev-texture orange.
« Last Edit: July 10, 2009, 12:56:36 AM by Wedge »

Ill have a go at re doing some walls without resizing too much

These bulidings remind me of lugaru for some reason.

Torque Constructor doesn't tile textures by default, and it's GUI is more complex than Hammer's, hence why I favour the latter. Though strange things can happen when putting Hammer's .maps through map2dif.

How can i..Wait what?


I'm removing walls and putting into two guns = "unable to read detail level 0"

"There was a change to the Interior file format between TGE versions 1.2.2 and 1.3. If you load a .dif compiled with a 1.3 map2dif into a 1.2.2 version of TGE you will get this error."
Try looking for older versions of Map2Dif that were used around Torque 1.2.2, maybe.

textures done better :D



still not completely happy with wall textures, But i'm not sure what to use
« Last Edit: July 23, 2009, 08:28:01 PM by tails »





I'm going to have a go at making a map for blockland too </marcem copy>
« Last Edit: July 24, 2009, 02:22:21 PM by tails »