Posted by cheeseballz on Mon Jan 9th at 12:01am 2006
Posted by Dr Brasso on Mon Jan 9th at 12:18am 2006
give this a perusal...
http://www.snarkpit.net/forums.php?forum=6&topic=4378&highlight=windows
Doc B....
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Posted by cheeseballz on Mon Jan 9th at 1:54am 2006
Posted by omegaslayer on Mon Jan 9th at 2:08am 2006
Really its all based about skill of the mapper. And if your new to mapping, its hard to hear "Just make one" and understand.
Really there isnt much we can do to help you "Make a good looking window", but we can tell you how to make the most basic of windows. The rest is up to you.
The way you make a window is you create a brush (the wall). Then you clip out a square hole in the center. There you go....a window.
Now if you wanted to add little things to it, you can add in models like explained in the link above, or you can add more brushes (eg: make a platform out side of the window and hang a planter from it). Really the rest is left up to you, its your map, what you do with it is your decision. There isnt much we can to to tell you "How to make a window good looking". Thats YOUR job, thats whats fun about mapping.
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Posted by cheeseballz on Mon Jan 9th at 2:11am 2006
Posted by omegaslayer on Mon Jan 9th at 2:14am 2006
Can you give us a screen shot of the so called area that has these non-see-though windows.
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Posted by cheeseballz on Mon Jan 9th at 2:27am 2006
Posted by Dr Brasso on Mon Jan 9th at 2:29am 2006
im not gonna assume this......do you know how to use the clip tool, the hollow tool, the texture application tool, and draw walls?
Doc B
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Posted by cheeseballz on Mon Jan 9th at 2:46am 2006
Posted by Dr Brasso on Mon Jan 9th at 2:52am 2006
well, i dont have a webspace, and i cant upload vmf's or bsp's to my pit.....so.....send me an email addy thatll handle a half meg download....ill send ya what i whipped up
Doc B
....ps....half the fun of mapping is seeing YOUR CREATIVITY come to fruition man......" SRC="images/smiles/icon_wink.gif">
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Posted by cheeseballz on Mon Jan 9th at 3:05am 2006
Posted by rs6 on Mon Jan 9th at 3:30am 2006
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Posted by omegaslayer on Mon Jan 9th at 5:24am 2006
can you make a quick tut :? lol it would help a lot!We cant really teach you how to make it look better outside of the techniques of clipping, vertex manipulation, and adding in brushes. Why not experiment with many different things:
Add in pillar brushes
Clip the window out and move it in a little bit. Or even do it on the top bricks.
Outside of these suggestions we can't really tell you what to do!! And as Rs6 says: practice will help, not being weak and asking for help at the littlest moment you dont know what to do.
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Posted by fishy on Mon Jan 9th at 9:14am 2006
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
open your texture browser and type "template" (without the quotes) into the filter field. this will give you a bunch of texture sets for different styles of buildings.
choose a set that you like, and apply each of it's textures onto it's own 128x128 brush. then you can move the different bits around, and see how they look next to each other.
holding down 'shift' while dragging a brush will create a new, identical brush. which is good if you want the same window or whatever repeated.
[edit]
here's a pic that might explain it better for you. i simply made one of each of the 'building_template001' texture set, and clone-dragged the ones that i wanted for my building.
Posted by Captain P on Mon Jan 9th at 9:39am 2006
The clipping tool does a good job here: select it and draw a line in one of the 2D views, then hit Enter to confirm the clipping. The selection will now be cut up along this line. There are 3 clipping modes which you can cycle through by clicking on the button again, or by using it's shortkey (I believe that's Shift + X or Ctrl + X or so). One clipping mode will cut off the left part of the line, the other will do so with the right part, and the last mode will cut the selection in two, leaving both halves intact.
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Posted by Myrk- on Mon Jan 9th at 12:59pm 2006
I get the impression you think of mapping as creating a few cubes and then letting the game make it look good- you are greatly mistaken my friend...
If someone can, take a picture of a complex map of yours through the plan or elevation axis and post it, so you can see the complexity that builds up.
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Posted by Captain P on Mon Jan 9th at 8:32pm 2006

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Posted by cheeseballz on Mon Jan 9th at 11:19pm 2006
Sorry to double post but should i use fit texture to block size to make it even?
Posted by fishy on Tue Jan 10th at 12:58am 2006
most textures are meant to be used at 0.25 scale, which is the default scale in hammer. and as most textures are 512x512, the quarter scale means that they fit perfectly onto a 128x128 brush, which all of the big blocks in my pic are.
other textures normally have dimensions that fit perfectly onto other grid sizes. if you're unsure, just make the brush too big, apply the texture at 0.25 scale (x and y) and then reduce the size of the brush untill it's just right for the texture.
Posted by cheeseballz on Tue Jan 10th at 10:31pm 2006
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