Re: [article] Better looking buildings
Posted by Forceflow on
Thu Jul 8th 2004 at 2:16pm
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Another good ferret tutorial.
Re: [article] Better looking buildings
Posted by Ferret on
Fri Jul 9th 2004 at 7:14pm
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Really it isn't that hard to get roads to line up. Shall I make more to the tutorial to prove this?
Re: [article] Better looking buildings
Posted by Ferret on
Sat Jul 10th 2004 at 2:43am
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Please I work in 8 unit grid for my buildings and 4 unit for detail. There is no need to go below 4 units ever unless you are doing overlays or some serious angle work.
Re: [article] Better looking buildings
Posted by Dietz on
Sat Jul 10th 2004 at 9:13am
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Looks a lot like something I once made...
Re: [article] Better looking buildings
Posted by parakeet on
Sat Jul 10th 2004 at 3:09pm
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Roads arent hard to line up = / vertex manipulation anyone?
Re: [article] Better looking buildings
Posted by Paladin[NL] on
Sat Jul 10th 2004 at 5:40pm
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The effect you get with this way of building is superior to others, only drawback is that you'lle have to line-up roads and sidewalks aswell which could take a lot of time and if you just place a square block underneath it, r-speeds will go beserk 'cause of clipping...
Re: [article] Better looking buildings
Posted by Ferret on
Sat Jul 10th 2004 at 8:30pm
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Guys it isn't really that hard. I was going to add it to the tutorial later but I'm just going to jump to it now. You take the building, you duplicate it holding shift. Line up the verteces of the new building with the old one, and scale it down to 8 units tall. Then you take your clipping tool and clip it properly. You have yourself a sidewalk. Simply repeat to get a road. You guys need to be creative with methods or you wont get anywhere.
Re: [article] Better looking buildings
Posted by 7dk2h4md720ih on
Sun Jul 11th 2004 at 2:57am
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Or we could just steal your methods and go places that way. It's unfortunate when people rate tutorials lower that they deserve due to their own ignorance.
Re: [article] Better looking buildings
Posted by Yak_Fighter on
Sun Jul 11th 2004 at 8:00am
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I'm going to help stem the tide of stupidity by saying nice work Ferret, you've made a useful tutorial that may help people break out of the habit of constantly making square buildings. Encouraging people to use more complicated construction methods will help them in the long run become better mappers. Plus you can use methods learned in this tutorial and apply them to all sorts of different situations.
Re: [article] Better looking buildings
Posted by Atrocity on
Mon Jul 12th 2004 at 1:04am
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Very nice ferret Nothing wrong with making roads differently. I use 1 unti grid 64 units to a cube. Its the way Ive always mapped. Im in college now I will be getting 3dsm soon So I will be mapping with it.
Re: [article] Better looking buildings
Posted by siron on
Fri Jul 16th 2004 at 5:20am
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Very nice, but what kind of roof would you put on this baby?
Re: [article] Better looking buildings
Posted by ReNo on
Fri Jul 16th 2004 at 1:20pm
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Most likely a flat one, though if you wanted an angled one there is no reason why you couldn't do so.
Re: [article] Better looking buildings
Posted by Ferret on
Sun Jul 18th 2004 at 12:36am
Posted
2004-07-18 12:36am
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I could write a tutorial on roofs too if you really wanted lol
Re: [article] Better looking buildings
Posted by matt on
Sat Jul 31st 2004 at 5:54pm
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Picking up on what was said earlier on, which do most ppl use, 8 or 4 grid, cos I usually just click 'make grid smaller' until its as small as can go.
Re: [article] Better looking buildings
Posted by ReNo on
Sun Aug 1st 2004 at 1:53pm
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Depends on the circumstances, I change grid size frequently. If making significant geometry such as buildings, I'll keep it up at 16 or 32, but then if I'm making detail or working with angular geometry, I'll drop it to 8 or 4, or possibly even 2 if the circumstances require it.
Re: [article] Better looking buildings
Posted by Campaignjunkie on
Sun Aug 1st 2004 at 8:36pm
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I stay at around 16 units. 32 units when laying things out. I go down to as little as 1 unit for details. Minimum hallway height being 128 units, and doorways being 96 units high.
Re: [article] Better looking buildings
Posted by DaanO on
Sat Aug 7th 2004 at 1:41am
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I usually map at 4-8, going down to 2 for most details. I also tend to use the alt button quite a bit
Re: [article] Better looking buildings
Posted by Myrk- on
Wed Aug 25th 2004 at 1:59pm
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I don't see the point in making a sliced angle in the building brushes when they are not even visible, just makes more to worry about when you wanna stretch the other part out. Also seems a bit lacking to be honest- I looked at the tutorial expecting something more.
As for grid sizes I work with one of the large ones at first, but after a while I use grid size 1 or 2... :P
Re: [article] Better looking buildings
Posted by Goldstandard on
Sat Jan 1st 2005 at 11:48pm
Posted
2005-01-01 11:48pm
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Dec 25th 2004
I like this tutorial. Make more please! 8-D
I have heard people mentioning things about func_wall, not having one big brush under complicated brushes, to keep things optimised. I am a total newbie and even though I have learned a lot in the past few weeks (I have LOTS of free time.) I still don't know enough. Maybe a tutorial to explain that stuff would be nice.