I'm recording some Speed Mapping/Time Lapse videos again while I'm mapping. What do you guys prefer? The ones I've been doing until now that are 10-15 minutes long with the whole process or should I try to do something different?
I was also thinking about a video with pictures of how the map has looked through all the stages, it's basically all the screenshots I've been taking while working on it... sort of like this one I uploaded ages ago: <a href="http://www.youtube.com/watch?v=XKGplQi5d1s" target="_blank">http://www.youtube.com/watch?v=XKGplQi5d1s</a>
Also, small update: <img src="http://www.mendasp.net/stuff/wip/tisza-wip38.jpg" border="0" class="linked-image" />
Now I'm doing the back side, it's going to be symmetric, but I don't want it to be an exact copy of what I have on the other side, so I'm still figuring out what (and how much) to change from it.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
Yep, you're getting it. Limited lighting scheme, textures and props match the lighting scheme, that's the ticket. Keep it up. I'd maybe rough up those tiles by the door, to add some variety there.
<!--quoteo(post=1891363:date=Dec 22 2011, 10:58 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Dec 22 2011, 10:58 PM) <a href="index.php?act=findpost&pid=1891363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep, you're getting it. Limited lighting scheme, textures and props match the lighting scheme, that's the ticket. Keep it up. I'd maybe rough up those tiles by the door, to add some variety there.<!--QuoteEnd--></div><!--QuoteEEnd--> Uh... do you realize that the only thing that has changed is that I added a light on the left side?
<!--quoteo(post=1891360:date=Dec 22 2011, 09:46 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Dec 22 2011, 09:46 PM) <a href="index.php?act=findpost&pid=1891360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm recording some Speed Mapping/Time Lapse videos again while I'm mapping. What do you guys prefer? The ones I've been doing until now that are 10-15 minutes long with the whole process or should I try to do something different?<!--QuoteEnd--></div><!--QuoteEEnd-->
I like watching the time lapse videos with the youtube annotations explaining why you are doing things throughout. Btw, I'm curious, did you have a sketch drawn or anything like that when you were mapping in those videos or did you just do it all on the spot?
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1891365:date=Dec 22 2011, 05:08 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Dec 22 2011, 05:08 PM) <a href="index.php?act=findpost&pid=1891365"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh... do you realize that the only thing that has changed is that I added a light on the left side?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1891368:date=Dec 22 2011, 11:34 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Dec 22 2011, 11:34 PM) <a href="index.php?act=findpost&pid=1891368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like watching the time lapse videos with the youtube annotations explaining why you are doing things throughout. Btw, I'm curious, did you have a sketch drawn or anything like that when you were mapping in those videos or did you just do it all on the spot?<!--QuoteEnd--></div><!--QuoteEEnd--> Not really, sometimes I might sketch an architecture idea, but it's not the usual thing, and not whole rooms, just what I think might be an interesting wall or things like that. For the most part I try to "fill the void" on the spot. I've always worked like this.
For example, in <a href="http://www.youtube.com/watch?v=_7f88WIg3FY" target="_blank">this video</a> I had that wall sketched (including the window and supports) and then proceeded with what I felt looked the best. Everything up to the 2:30 mark was sort of planned, the rest is "improvised", which for the most part is repeating old tricks over and over again.
Examples: 3:40 - I try a curved wall just for the sake of it and see how it feels. Which, when I get back to it, I realize that the wall is going to suck quite a bit and I don't have many interesting options for prop placement there. It also doesn't fit with the general angled walls theme of the room. 5:00 - You can see how I was trying "random" stuff until I settle for something that I like. 5:30 - I waste a lot of time on something I'm not going to use... 6:10 - You can see a grate on the floor and a ceiling piece which are nowhere to be seen in the final version... It was ugly or felt out of place. That area with the pipes you see was looking downright horrible in my first try, because I liked the pipes, but they didn't feel good enough ending in the middle of the floor, so I made <a href="http://www.mendasp.net/stuff/wip/tisza-wip19.jpg" target="_blank">this</a>, which eventually evolved into what you can see in the video (<a href="http://www.mendasp.net/stuff/wip/tisza-wip20.jpg" target="_blank">this</a>). It was the right idea, but I miserably failed in the first execution, but that just helps me visualizing what needs to be done, I guess.
The same sort of happens in <a href="http://www.youtube.com/watch?v=7YpA_6YsKlI" target="_blank">this one</a>: I didn't really sketch this one, but I really liked the idea of the angled pillars (with the supports), so, in this case after I had the pillar done the rest came alone after some trial and error. I didn't like the texturing on the wall with the pillars, so I turned it into wall supports, which ended up working a lot better... then, after watching the result I had the idea of having something in the middle instead of the pillar for the other side... etc.
Whatever feels right... I just iterate until I like it enough. This was a lot easier back in the NS1 days because you didn't need so much detail, the rough shell would've been the final result and it would have looked perfectly fine. Something it took me a while to learn was that you cannot get "attached" to your work (ie. "I don't want to delete this room because it took me a long time to make!"), that only drags you down.
It's always fun to come up (almost accidentally) with something that looks better than whatever you imagined...
So I finally got the room done (it needs some tweaking, but I really wanted to get it done, so I sort of rushed it)... I can finally move on.
Here's a screenshot: <img src="http://www.mendasp.net/stuff/wip/tisza-wip48.jpg" border="0" class="linked-image" />
And here's the video (22 minutes): <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/MCzFGoH4ylQ"></param><embed src="http://www.youtube.com/v/MCzFGoH4ylQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<!--quoteo(post=1893402:date=Jan 10 2012, 07:42 PM:name=cron)--><div class='quotetop'>QUOTE (cron @ Jan 10 2012, 07:42 PM) <a href="index.php?act=findpost&pid=1893402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->World class mapping. Your style seems very familiar, did you create maps for Unreal Tournament (community maps)?<!--QuoteEnd--></div><!--QuoteEEnd-->
In the last screenshot you posted, the interplay of the light pouring in from the windows with the amber marker lights that run up the center of the floor looks awkward. Maybe if you tweak the angle of the light to hit the small staircase in the room? I think the light hitting the stairs would look really, really interesting :)
<!--quoteo(post=1948482:date=Jul 2 2012, 11:40 PM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Jul 2 2012, 11:40 PM) <a href="index.php?act=findpost&pid=1948482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good luck! Don't forget about your friends at #nsmapping. I'm in there most of the time with no one to talk to. :)<!--QuoteEnd--></div><!--QuoteEEnd--> Oh man, memories... I don't use IRC anymore, though :\ I've been chatting in the stream, though.
You can check out what I've done today <a href="http://www.twitch.tv/mendasp/b/323473157" target="_blank">here</a> I guess it can be a little boring (a little over 2 hours), but since there's no sound I guess you can skip the video to see how it's progressing :)
Here's the end result in a screenshot... <img src="http://www.mendasp.net/stuff/wip/tisza-wip52.jpg" border="0" class="linked-image" />
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
How do you come up with this stuff Mendasp? Do you have a lot of reference on a second monitor / your desk, or is this all off the top of your head? Are you trying to think of things you've seen in other maps? Do you have a layout for the room in mind before you start?
The trick about extruding lines is going to be awesome for me. I need to watch your videos again now that I've got a better understanding of Spark.
One thing that would make your videos even more valuable would be if there was a way you could make the grid size and lock portion of the status bar zoomed in so we can see when you go off grid or when you change what fidelity you're working at (not sure if you can do that with twitch.tv).
How do you deal with the inherent weirdness with moving/scaling stuff? Whenever I've tried doing that it's always ended up making off-grid vertices (because the center of mass of the stuff I'm moving ends up between grid points, so then that snaps and it all goes bad). Is this just not as much of a problem when you're at 4/8" snap?
Thanks for continuing to post this stuff Mendasp, I love the style in the Eclipse remake, but I really think your style feels more grounded and gritty. The eclipse remake has a much shinier futuristic feel.
If an outside opinion helps, I rarely use any of the other view ports except perspective. It is rarely neccesary, even to maintain grid fidelity. The biggest rule you need to keep in mind, don't move/scale props and mesh together <i>unless</i> you are confident your mesh extends beyond any prop bounding boxes <u>and</u> you snap your gizmo to those corners (shortcut ',' comma). Given some inherent flaws with the editor, vertices will end up off grid even if you follow all the rules to prevent it, don't stress about them and weld when you can.
Slightly off topic, but a lot of problems could be fixed with a few extra editor features. Rarely do vertices end up more than .5 of a grid place away from where you have intended. A tool could round ALL verts back to their nearest grid place in one sweep. Also, welding tool needs popup window with a weld threshold.
<!--quoteo(post=1948514:date=Jul 3 2012, 02:09 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Jul 3 2012, 02:09 AM) <a href="index.php?act=findpost&pid=1948514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you come up with this stuff Mendasp? Do you have a lot of reference on a second monitor / your desk, or is this all off the top of your head? Are you trying to think of things you've seen in other maps? Do you have a layout for the room in mind before you start?<!--QuoteEnd--></div><!--QuoteEEnd--> Absolutely nothing. I map as I go, everything's improvised, if you watch the video it's me ###### around with the editor and constantly trying stuff. No references of any kind, I'm repeating old tricks from NS1 mapping. And I had no layout for this room, it has changed shapes a few times, this last time cause I needed to have more room if it was going to be a tech point room as it was very cramped before.
I would probably be faster if I had reference to work from, but I kind of enjoy seeing what I can come up with... I miss that a lot from NS1 mapping, experimenting with textures, it's a lot of prop-based stuff nowadays...
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->One thing that would make your videos even more valuable would be if there was a way you could make the grid size and lock portion of the status bar zoomed in so we can see when you go off grid or when you change what fidelity you're working at (not sure if you can do that with twitch.tv).<!--QuoteEnd--></div><!--QuoteEEnd--> Well, I try to work with 4/8 grid, but sometimes you have to go to 2/1 if you want something centered (you'll see me counting grid lines to determine if something's centered).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How do you deal with the inherent weirdness with moving/scaling stuff? Whenever I've tried doing that it's always ended up making off-grid vertices (because the center of mass of the stuff I'm moving ends up between grid points, so then that snaps and it all goes bad). Is this just not as much of a problem when you're at 4/8" snap?<!--QuoteEnd--></div><!--QuoteEEnd--> Well, the move origin cycle option is what keeps most stuff on the grid while moving, if you do it from the default point you'll get tons of off-grid stuff, but even then it's unavoidable, I made a thread a while ago where I discovered that a lot of things are off-grid by stupidly small amounts (ie. 0.001 or so). So as long as it looks fine in-game I'd say you shouldn't worry about this too much. Another way of doing it is with the axis lock which I use quite a bit lately, which is when you select something and drag it so you can lock it to another vertex in a certain axis... that's super useful for aligning stuff.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Thanks for continuing to post this stuff Mendasp, I love the style in the Eclipse remake, but I really think your style feels more grounded and gritty. The eclipse remake has a much shinier futuristic feel.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm glad you like it :)
<!--quoteo(post=1948525:date=Jul 3 2012, 03:11 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Jul 3 2012, 03:11 AM) <a href="index.php?act=findpost&pid=1948525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A tool could round ALL verts back to their nearest grid place in one sweep.<!--QuoteEnd--></div><!--QuoteEEnd--> I have made such a tool. But it still shows cracks ingame, it's super weird. Which is why I didn't release it.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1948555:date=Jul 3 2012, 02:08 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jul 3 2012, 02:08 AM) <a href="index.php?act=findpost&pid=1948555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the move origin cycle option is what keeps most stuff on the grid while moving, if you do it from the default point you'll get tons of off-grid stuff, but even then it's unavoidable, I made a thread a while ago where I discovered that a lot of things are off-grid by stupidly small amounts (ie. 0.001 or so). So as long as it looks fine in-game I'd say you shouldn't worry about this too much. Another way of doing it is with the axis lock which I use quite a bit lately, which is when you select something and drag it so you can lock it to another vertex in a certain axis... that's super useful for aligning stuff.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah I tried the move origin cycle last night, had no idea it existed. It is immensely useful.
Do you need to turn on any particular option to do the axis lock? I was trying to do some of that but it wasn't working. Maybe that's because nothing is on grid at all right now (I don't know how this keeps happening!)
You click and drag the selection with the move tool, then when the axis you want gets highlighted, press shift, then hover over the vertex you want to align it to. I made a tutorial a long long long long long time ago. <a href="http://www.youtube.com/watch?v=ESI2VWj8xmY" target="_blank">Take a look</a>.
I need to make an in-depth tutorial of all the options the editor has for all the tools at some point.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1948643:date=Jul 3 2012, 09:17 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jul 3 2012, 09:17 AM) <a href="index.php?act=findpost&pid=1948643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I need to make an in-depth tutorial of all the options the editor has for all the tools at some point.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes. That info would be immensely valuable. Especially if it was in text format instead of a video so people could reference and search it easier (though if you had it in a video someone could transcribe it)
I feel like doing some mapping, so I'm going to start the stream, since I always improvise I might do absolutely nothing or complete the map in 5 minutes, but you can be there to witness it!
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited July 2012
Mendasp, I finally figured out what you meant by that shift-snap thing!! It is freaking awesome. Thanks so much for cluing me in on that (and the patience in trying to show me how to do it).
The part that I wasn't understanding for some reason is that after you do the axis lock, you actually go hover your mouse over the vertex that you want to snap to, and then this beautiful white line appears. ;) I'm sure you mentioned and demonstrated that part, but I think I was fixated on how snapping normally works (the lines appear when you get to the right height) and so just wasn't able to understand it.
The other tricks that I did discover through trying to do this is if you hold Alt before clicking and moving something, it brings it off grid but also makes it so you can snap it to any vertex or line really easily... so I use that trick now when trying to get vertices to match up since I can do all 3 axis at the same time (i don't need to lock one and then the next and then the next). And if you hold shift, it does the same thing but duplicates it (which is great for quickly greyboxing paths)
Now that you mention it I didn't remember because I never use it, but Alt does actually disable snap-to-grid while you're holding it (I only use it while rotating certain props), so that's nice to know.
I'm glad that you found that useful, it IS awesome :D
Comments
I was also thinking about a video with pictures of how the map has looked through all the stages, it's basically all the screenshots I've been taking while working on it... sort of like this one I uploaded ages ago: <a href="http://www.youtube.com/watch?v=XKGplQi5d1s" target="_blank">http://www.youtube.com/watch?v=XKGplQi5d1s</a>
Also, small update:
<img src="http://www.mendasp.net/stuff/wip/tisza-wip38.jpg" border="0" class="linked-image" />
Now I'm doing the back side, it's going to be symmetric, but I don't want it to be an exact copy of what I have on the other side, so I'm still figuring out what (and how much) to change from it.
Uh... do you realize that the only thing that has changed is that I added a light on the left side?
I like watching the time lapse videos with the youtube annotations explaining why you are doing things throughout. Btw, I'm curious, did you have a sketch drawn or anything like that when you were mapping in those videos or did you just do it all on the spot?
I noticed that.
Not really, sometimes I might sketch an architecture idea, but it's not the usual thing, and not whole rooms, just what I think might be an interesting wall or things like that. For the most part I try to "fill the void" on the spot. I've always worked like this.
For example, in <a href="http://www.youtube.com/watch?v=_7f88WIg3FY" target="_blank">this video</a> I had that wall sketched (including the window and supports) and then proceeded with what I felt looked the best. Everything up to the 2:30 mark was sort of planned, the rest is "improvised", which for the most part is repeating old tricks over and over again.
Examples:
3:40 - I try a curved wall just for the sake of it and see how it feels. Which, when I get back to it, I realize that the wall is going to suck quite a bit and I don't have many interesting options for prop placement there. It also doesn't fit with the general angled walls theme of the room.
5:00 - You can see how I was trying "random" stuff until I settle for something that I like.
5:30 - I waste a lot of time on something I'm not going to use...
6:10 - You can see a grate on the floor and a ceiling piece which are nowhere to be seen in the final version... It was ugly or felt out of place.
That area with the pipes you see was looking downright horrible in my first try, because I liked the pipes, but they didn't feel good enough ending in the middle of the floor, so I made <a href="http://www.mendasp.net/stuff/wip/tisza-wip19.jpg" target="_blank">this</a>, which eventually evolved into what you can see in the video (<a href="http://www.mendasp.net/stuff/wip/tisza-wip20.jpg" target="_blank">this</a>). It was the right idea, but I miserably failed in the first execution, but that just helps me visualizing what needs to be done, I guess.
The same sort of happens in <a href="http://www.youtube.com/watch?v=7YpA_6YsKlI" target="_blank">this one</a>:
I didn't really sketch this one, but I really liked the idea of the angled pillars (with the supports), so, in this case after I had the pillar done the rest came alone after some trial and error. I didn't like the texturing on the wall with the pillars, so I turned it into wall supports, which ended up working a lot better... then, after watching the result I had the idea of having something in the middle instead of the pillar for the other side... etc.
Whatever feels right... I just iterate until I like it enough. This was a lot easier back in the NS1 days because you didn't need so much detail, the rough shell would've been the final result and it would have looked perfectly fine. Something it took me a while to learn was that you cannot get "attached" to your work (ie. "I don't want to delete this room because it took me a long time to make!"), that only drags you down.
It's always fun to come up (almost accidentally) with something that looks better than whatever you imagined...
Does this answer your question? :P
Keep it simple.
Wow, thanks for the awesome response ^^
Here's a screenshot:
<img src="http://www.mendasp.net/stuff/wip/tisza-wip48.jpg" border="0" class="linked-image" />
And here's the video (22 minutes):
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/MCzFGoH4ylQ"></param><embed src="http://www.youtube.com/v/MCzFGoH4ylQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
co_sava.
<a href="http://www.twitch.tv/mendasp" target="_blank">http://www.twitch.tv/mendasp</a>
Oh man, memories... I don't use IRC anymore, though :\ I've been chatting in the stream, though.
You can check out what I've done today <a href="http://www.twitch.tv/mendasp/b/323473157" target="_blank">here</a> I guess it can be a little boring (a little over 2 hours), but since there's no sound I guess you can skip the video to see how it's progressing :)
Here's the end result in a screenshot...
<img src="http://www.mendasp.net/stuff/wip/tisza-wip52.jpg" border="0" class="linked-image" />
The trick about extruding lines is going to be awesome for me. I need to watch your videos again now that I've got a better understanding of Spark.
One thing that would make your videos even more valuable would be if there was a way you could make the grid size and lock portion of the status bar zoomed in so we can see when you go off grid or when you change what fidelity you're working at (not sure if you can do that with twitch.tv).
How do you deal with the inherent weirdness with moving/scaling stuff? Whenever I've tried doing that it's always ended up making off-grid vertices (because the center of mass of the stuff I'm moving ends up between grid points, so then that snaps and it all goes bad). Is this just not as much of a problem when you're at 4/8" snap?
Thanks for continuing to post this stuff Mendasp, I love the style in the Eclipse remake, but I really think your style feels more grounded and gritty. The eclipse remake has a much shinier futuristic feel.
The biggest rule you need to keep in mind, don't move/scale props and mesh together <i>unless</i> you are confident your mesh extends beyond any prop bounding boxes <u>and</u> you snap your gizmo to those corners (shortcut ',' comma).
Given some inherent flaws with the editor, vertices will end up off grid even if you follow all the rules to prevent it, don't stress about them and weld when you can.
Slightly off topic, but a lot of problems could be fixed with a few extra editor features.
Rarely do vertices end up more than .5 of a grid place away from where you have intended. A tool could round ALL verts back to their nearest grid place in one sweep.
Also, welding tool needs popup window with a weld threshold.
Absolutely nothing. I map as I go, everything's improvised, if you watch the video it's me ###### around with the editor and constantly trying stuff. No references of any kind, I'm repeating old tricks from NS1 mapping. And I had no layout for this room, it has changed shapes a few times, this last time cause I needed to have more room if it was going to be a tech point room as it was very cramped before.
I would probably be faster if I had reference to work from, but I kind of enjoy seeing what I can come up with... I miss that a lot from NS1 mapping, experimenting with textures, it's a lot of prop-based stuff nowadays...
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->One thing that would make your videos even more valuable would be if there was a way you could make the grid size and lock portion of the status bar zoomed in so we can see when you go off grid or when you change what fidelity you're working at (not sure if you can do that with twitch.tv).<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I try to work with 4/8 grid, but sometimes you have to go to 2/1 if you want something centered (you'll see me counting grid lines to determine if something's centered).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How do you deal with the inherent weirdness with moving/scaling stuff? Whenever I've tried doing that it's always ended up making off-grid vertices (because the center of mass of the stuff I'm moving ends up between grid points, so then that snaps and it all goes bad). Is this just not as much of a problem when you're at 4/8" snap?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, the move origin cycle option is what keeps most stuff on the grid while moving, if you do it from the default point you'll get tons of off-grid stuff, but even then it's unavoidable, I made a thread a while ago where I discovered that a lot of things are off-grid by stupidly small amounts (ie. 0.001 or so). So as long as it looks fine in-game I'd say you shouldn't worry about this too much. Another way of doing it is with the axis lock which I use quite a bit lately, which is when you select something and drag it so you can lock it to another vertex in a certain axis... that's super useful for aligning stuff.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Thanks for continuing to post this stuff Mendasp, I love the style in the Eclipse remake, but I really think your style feels more grounded and gritty. The eclipse remake has a much shinier futuristic feel.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm glad you like it :)
<!--quoteo(post=1948525:date=Jul 3 2012, 03:11 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Jul 3 2012, 03:11 AM) <a href="index.php?act=findpost&pid=1948525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A tool could round ALL verts back to their nearest grid place in one sweep.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have made such a tool. But it still shows cracks ingame, it's super weird. Which is why I didn't release it.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/g7lFX8-VvOI"></param><embed src="http://www.youtube.com/v/g7lFX8-VvOI" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Yeah I tried the move origin cycle last night, had no idea it existed. It is immensely useful.
Do you need to turn on any particular option to do the axis lock? I was trying to do some of that but it wasn't working. Maybe that's because nothing is on grid at all right now (I don't know how this keeps happening!)
I need to make an in-depth tutorial of all the options the editor has for all the tools at some point.
Yes. That info would be immensely valuable. Especially if it was in text format instead of a video so people could reference and search it easier (though if you had it in a video someone could transcribe it)
<a href="http://www.twitch.tv/mendasp" target="_blank">http://www.twitch.tv/mendasp</a>
And here's the time-lapse:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WRRz5AmI4_M"></param><embed src="http://www.youtube.com/v/WRRz5AmI4_M" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
And the WIP screenshot:
<img src="http://www.mendasp.net/stuff/wip/tisza-wip53.jpg" border="0" class="linked-image" />
The part that I wasn't understanding for some reason is that after you do the axis lock, you actually go hover your mouse over the vertex that you want to snap to, and then this beautiful white line appears. ;)
I'm sure you mentioned and demonstrated that part, but I think I was fixated on how snapping normally works (the lines appear when you get to the right height) and so just wasn't able to understand it.
The other tricks that I did discover through trying to do this is if you hold Alt before clicking and moving something, it brings it off grid but also makes it so you can snap it to any vertex or line really easily... so I use that trick now when trying to get vertices to match up since I can do all 3 axis at the same time (i don't need to lock one and then the next and then the next). And if you hold shift, it does the same thing but duplicates it (which is great for quickly greyboxing paths)
I'm glad that you found that useful, it IS awesome :D
Streaming some mapping! I might possibly rename this to ns2_sava or ns2_selene
EDIT: My site host seems to be down atm so here's the image in imgur
<img src="http://i.imgur.com/6C65r.jpg" border="0" class="linked-image" />
Still needs tweaking.