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Post by Deleted on May 17, 2015 8:49:39 GMT -5
Yes because I've used various approaches, some good, some bad, but all of them hit the limit around the same amount. A good mapping approach should award more than just 50 brushes (solid or detail, doesn't matter) compared to a crappy and careless one, I've used both! Edit: I posted on the Quark forum now Margaal, hopefully there will be some answers -> quark.sourceforge.net/forums/index.php?topic=1072.0Ahhh das good news Giftmacher!.. I am waiting on the puzzle map so... so i open your map again, where to save brushes, improvise ..'m working on it.. we have to find a solution to get your map finished and ready!, without errors.. i think you need a couple brushes to finish you map.. here you have screenies... Delete if you can solve these screenies in your map, then you have plenty of brushes left to finish your map, i hope?!.
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Post by giftmacher on May 17, 2015 10:41:36 GMT -5
Yes since it doesn't matter to make a solid hull apparently I can try and use the hull more and delete some walls and floors, in the first pictures that vertex manipulation I don't know how to do that. Explain please
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Post by Deleted on May 17, 2015 11:57:14 GMT -5
Yes since it doesn't matter to make a solid hull apparently I can try and use the hull more and delete some walls and floors, in the first pictures that vertex manipulation I don't know how to do that. Explain please ================================== vertex manipulation is not possible?!, difficult.. you can make from a triangle a square with two extra vertex, and then cut.. very difficult better keep it simply for Q2 Easy way cut and adjusting textures.. give me minut.... screenies... Delete
screenies... DeleteDone!.
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Post by giftmacher on May 17, 2015 12:24:12 GMT -5
Aha! nicely done Thanks, I'm working on the map now, the puzzle map will be delayed, would like to optimize this map now... Edit: I see it, I will work on providing him with all the information he asked for (screenshots etc), will take an hour Edit: I see you copy the origin/angle numbers, would it not have the same effect to just tag the front face and then use "wrapping" to wrap the texture to the other faces? Tag i.imgur.com/5xKLFBA.jpgWrap i.imgur.com/lmbuQhA.jpgEdit: Some improvements already with the stuff you provided here margaal, down to 1711 brushes and no drop in detail... Edit: Yes you can delete the screens, I have done most of them now,
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Post by Deleted on May 17, 2015 15:41:45 GMT -5
haha..my own fault. Hey Giftmacher, you have a responds on Quark forum!. ( copy the origin/angle numbers ) edit: yes it can with tag and wrap, I explained it in the old way, to understand how and what and where to find and to solve, each mapper using Quark its own way....and handy to know align textures for example, stones of two walls.. i did not realize you were so good with Quark!.. ( about improvements ) that's really good Giftmacher! edit: so i can delete all screenies?, ( Oke ) done!.
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