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Tormentor667

[The Art of 2.5D Mapping] Both Articles ONLINE!

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#1 - The Art of High Detail
http://www.saecks-machine.biz/realm667/index.php?option=com_content&task=view&id=318&Itemid=101

#2 - The Art of Great Conception
http://www.saecks-machine.biz/realm667/index.php?option=com_content&task=view&id=317&Itemid=101

Also get it over at
http://www.tormentor667.de > Articles >Tutorials

If you have proposals, ideas, language tipps, fixes and comments, just comment on my page or here and I will fix or add this if it makes sense to me! :)

Greets,
Torm

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I tried reading some of the feature but by the second page I was turned off due to having to wait over a minute for the lame snow effect to load on each page, so I voted CRAP for Great Justice and went on with my life. If you remove that (assuming something else isn't causing the delay, but I doubt it) maybe the site will be navigable.

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Neat, but I think you missed one of the most important things -- proper texturing. Meaning alignment, avoiding ugly cutoffs, which textures to use as dividers, and coordinating flats with wall textures.

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Got this lag as well some of the screens don't work or I get some forbidden message when clicking on them.
Nice tuts anyway ill read some more later :)

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Bad, looks like I need to fix here and there something, but I will do as soon as chapter 2 is finally finished... in the next few minutes ;)

@Roney - Could you be more precise on some of these? I could add these as well then :)

Concerning the snow effect: Just choose another design from the list at the right menue. It is only included in the xmas template

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Okay, here's what I was referring to. When texturing, paying attention to things like:

Alignment - Everyone probably knows what I mean here anyway, but if a wall turns a corner or is for some reason divided into two more more linedefs, make sure the texture still looks smooth and unbroken. (example in first screenshot)

Cut-off - Make sure the texture you're using looks correct on the wall that you're putting it on. For example, STARTAN ends properly on a wall that is 56, 128, or 72 units tall (if lower unpegged), but not 64 or 96. You can also have the problem going horizontally, texturing a 64 unit wall with a texture that is 128 units long, etc. (example in first shot)

Dividers - What can be used to separate two clashing textures. Support2 and 3, etc. (example in both shots)

Flat/texture coordination (Materials) - Be certain that on a step, border, or any sector that has a height variation, the flat on the top or bottom reflects the "material" that the object is supposedly made out of. A lot of beginners make this mistake and this is the hardest one to explain. (example in second shot)



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