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RichDiesal

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I'm not exactly sure what you want, but it sounds like you're trying to move the vertices on a structure made out of patchmeshes that is a func_group. Dont' just click on the vertices, but click and drag, and select them with the blue box that shows up. Then you should be able to move it fine.

 

Also, these people ALWAYS guess your secret plans before you mention them. :D

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Nah, that's not exactly it... here, i'll explain it in less technical terms.

 

Imagine you have a circular platform out of patch meshes and a lining of patch meshes around that for a sort of railing. Now imagine you want to remove a very small portion of that circular arc in order to build a pathway leading away from the circle.

 

Meaning... there is a flat-on-the-ground circle that I want to remove a 15-20 degree arc from. :)

 

When I drag vertices, it just reshaped the full right-angled arc.

 

That's what I need to get around. :)

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Well I did plan for it. :p I was under the impression that I could clip patch meshes for some reason, but obviously I was wrong...

 

It won't be difficult at all to remake this whole damn level now that I know what I'm doing with meshes, BUT I hafta know how to do it in the first place. How would you create ANY 80 degree arc? :)

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AHA! I have discovered it all... in order to make an 80 degree arc, you hafta add two columns, then put the 2nd to last column at an 80 degree angle, and THEN "delete last 2 columns".

 

Voila!

 

And damn, I know exactly what you mean by planning ahead now. :) Had to delete eight patch meshes and completely rebend them to get what I wanted... but all good now.

 

So what does that mean to everyone else?

 

I'M BACK ON TRACK!

 

Expect update soon. I'm back to working on the architecture now that I know what the hell i'm doing. :p Should have a quality update within two days.

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Nah, too cluttered, but thanks for the "well-made" comment. :p And {xg}Darth, last time I really made maps was for the original JK and I barely even got into it. I've really only been mapping for about a month total and this will be my first release. ;)

 

:: UPDATE ::

 

KAMINO LANDING PLATFORM V0.2 (ALPHA)

 

The architecture on the main platform and entranceway is for the most part complete... I will be retexturing the surface of the platform (and most everything else) with custom textures so that will be different in the beta...

 

Next I will be adding the building itself, but that should not take too long... Just long flowing patch meshes.

 

As is, at the most complicated shot, r_speeds are only around 3000 (that's with rain), so framerate should be low even on low end systems... (Good news for most.)

 

EDIT: OH, also because you can't see it, I have a completely clear water shader down below, so if you throw someone off, you'll hear them scream and then splash. :D There is also an ambient 0:05 rain mp3 playing that I clipped off of a "Nature Collections" CD I located so that it sounds like realistic rain.

 

http://web.utk.edu/~rlanders/kamino003.jpg

http://web.utk.edu/~rlanders/kamino004.jpg

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You don't like the sky that I have set up there? It's basically a half sky... fully cloudy (like in the 004 pic) down to that line... then it's a flat line all around with a quick fade to black below.

 

If I use a full sky, then you can see the water and it looks kinda crappy. :)

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Well that's just cause there was cloud cover... Maybe this will be on a clearer day. :p

 

I'll play around with the sky's light and see what I come up with... but that will be after I make a beta. :) As long as I still have brushes, meshes, and textures to add, this will only be an alpha and none of you will see it! :p

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OK

1. The Barriers arnt brilliant- Needed to be more slopped in a

an odd fashion

2. How did you get the rain to work

3. As Omicron and Darth said we would love to try and work along side you on this and hopefuly use it as part of the TC is possible. If you could email us at aotctc@hotmail.com that would be great.

 

Anakin

Team Leader

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