project-navigation
Personal tools

Author Topic: first mapping attempt - the +mansion map thread  (Read 51211 times)

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
first mapping attempt - the +mansion map thread
« on: November 12, 2011, 12:47:45 pm »
Hello guys,

This is how my first mapping attempt stands out. It would be very helpful to me if somebody could take a look at it and give some feedback.

Thanks.

« Last Edit: March 19, 2012, 04:22:22 pm by ShipIt »

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: first mapping attempt
« Reply #1 on: November 12, 2011, 05:41:03 pm »
Fantastic start! Nice attention to the dimensions for pathfinding. Excellent attention to detail, like the trimming along the sidewalks and the house.

I only had a quick look in Radiant to check for any serious problems but nothing stood out. I'll look in more detail when I get a chance, but we've all been pretty busy lately.

One thing before you go too much further: We would prefer if you didn't start a new texture folder just for your map. This is only needed if the textures are likely to be used exclusively for one ma, but yours look like they could be applicable for many buildings. Could you put the door textures into /tex_doors/ and the rest into /tex_buildings/?

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: first mapping attempt
« Reply #2 on: November 12, 2011, 05:45:50 pm »
Yeah for your first mapping attempt it looks really really nice!

Offline Bartleby

  • Squad Leader
  • ****
  • Posts: 102
    • View Profile
Re: first mapping attempt
« Reply #3 on: November 12, 2011, 06:16:33 pm »
Great. I like it.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: first mapping attempt
« Reply #4 on: November 13, 2011, 06:51:11 pm »
Very nice.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: first mapping attempt
« Reply #5 on: November 13, 2011, 10:09:01 pm »
very nice - can you say something about the new textures and their licenses? maybe we can add them (and the map) to the master repo (if the license fits our needs)

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: first mapping attempt
« Reply #6 on: November 14, 2011, 11:08:23 am »
One thing before you go too much further: We would prefer if you didn't start a new texture folder just for your map. This is only needed if the textures are likely to be used exclusively for one ma, but yours look like they could be applicable for many buildings. Could you put the door textures into /tex_doors/ and the rest into /tex_buildings/?

Will do so, of course.

very nice - can you say something about the new textures and their licenses? maybe we can add them (and the map) to the master repo (if the license fits our needs)

Textures are from http://cgtextures.com/ (*_cgt.*) or http://www.texturemate.com/ (*_tm.jpg). I checked T&C for both and for my understanding it should be ok. If not so, I will of course replace them immediately.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: first mapping attempt
« Reply #7 on: November 14, 2011, 11:32:09 am »
sorry, cgtextures is not compatible

texturemate might be compatible - i'm not sure. if you aren't using too many of them, it be a safer to replace them with textures that we already have in master.

a list of licenses we use is here: http://ufoai.ninex.info/licenses/

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: first mapping attempt
« Reply #8 on: November 16, 2011, 11:44:45 am »
Texturemate should be compatible, no ?

From their homepage:

Quote: "At texturemate, you will find my completely original texture photographs, texture packs, stock images, brush packs, or any other resource I manage to create and share for you. Here, you are allowed to obtain anything for free for commercial or non-commercial use! All stock texture photographs have been taken by myself and are available in resolutions of 10 Megapixels or higher. There are no paid subscriptions or fees required to obtain any texture or brush here."

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: first mapping attempt
« Reply #9 on: November 18, 2011, 08:33:23 am »
This is how it looks like atm.



It is still far from playable and developing slowly. So I start to wonder if it will be ready before alien invasion takes place irl.

However, someone might want to take look. Praise, criticism and suggestions would be appreciated and welcome.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: first mapping attempt
« Reply #10 on: November 18, 2011, 02:54:20 pm »
Looks good. I like the underground garage.

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: first mapping attempt
« Reply #11 on: November 18, 2011, 06:14:16 pm »
Yep indeed nice! I noticed youre using 2.3? You should switch over to the 2.4 Snapshot because there many improvments and fixes also for the the editor if im not mistaken. ;)

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: first mapping attempt
« Reply #12 on: November 18, 2011, 09:40:25 pm »
just had a look at your map. Very good. I especially liked that ball on the swimming pool. Keep going.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: first mapping attempt
« Reply #13 on: November 19, 2011, 02:09:17 pm »
Yep indeed nice! I noticed youre using 2.3? You should switch over to the 2.4 Snapshot because there many improvments and fixes also for the the editor if im not mistaken. ;)

You're not mistaken ;). UFORadiant has been improved a lot since v2.3.

ShipIt, you really should use v2.4dev - many of the textures have been upgraded to higher quality and resolution also, so if you use v2.3 many textures on your map will be misaligned in v2.4, because of resolution changes and it will require some otherwise redundant work to make your map "fit" for v2.4. ;)

Which system are you using (win/linux) ?

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: first mapping attempt
« Reply #14 on: November 19, 2011, 10:14:51 pm »
Should have been my 1st step to get the latest .dev version running, I guess. So that is what I (will try to) do next.

Thanks.

I am using Windows.