Game Development Community

Show me some work!

by Kristian Dupont · in Artist Corner · 03/29/2005 (3:46 am) · 42 replies

Hi all
I am working with CS and the exporter and I really do with some help.. I really need to see that it really is possible to make beautiful and well texturered interiors with CS that will work in Torque..
Everything I make looks like shiite and it would really help to see what others can achieve in CS/Torque - especially when it comes to texturering (either I am dumb or CS is a rather poor tool when it comes to texturing - please prove me wrong!) - it need to know that the tool is okay, but I just need experience to make da cool stuff...

Could you either send them to rasmus@flux-studios.com or post them here..

Hope you'll show me some good stuff to lighten up my day :)
Page «Previous 1 2 3 Last »
#1
03/29/2005 (2:01 pm)
Post some screen shots here guys... i'd love to see what people have done with the exporter.
#2
03/29/2005 (6:04 pm)
Well, now that "automap off" works... you should be able to do just about anything you can imagine, texture-wise... I'll post something when i get to it. :)
#3
03/29/2005 (10:35 pm)
@Will Harrison
But not multilayerede textures, right?
I'll be very happy to see something...
#4
03/29/2005 (10:40 pm)
Torque doesn't do multi-layered textures on interiors.
#5
03/30/2005 (12:03 am)
Hmm, that's bad, but what about TSE? does TSE support multilayered textures - I know it support bumpmaps, but I was more thinking of the possibility of applying dirtmaps and cracks on top of a tiling texture... well, it's a bit off topic..
#6
03/30/2005 (12:18 am)
@Will Harrison
Automap off? I suppose that means the it doesn't automatically tiles textures? How do you turn that off in CS? I've been looking for that without much luck..
#7
03/30/2005 (12:29 am)
Click brush and press "P"... check box for automap is in dialog box.

And yes, by turning it off, you can make copies of a textured group of brushes and rotate, copy, scale, etc. without losing the original coordinates. That's the idea anyway, haven't really tried it out much.... this already works in CS, the problem is the exporter did not handle it properly before (or at least, that's what Tom said)... so it has apparently been fixed for Beta 3 yet to be released.

Also, check the other threads in this section to see work (screenshots) that has been done with CS and Torque.
#8
03/30/2005 (2:44 am)
@Will Harrison
Thanks for the advice regarding textures!

There doesn't seem to many screenshots in this section... I found your arches and a road.. I still hope people will submit some more work... anything!
#9
03/30/2005 (7:49 am)
@Rasmus - As far as "multilayered textures", specifically dirtmaps and cracks... yes there are ways of doing that in TSE.

A dirt map could possibly be done as the base texture in the second pass, but materials only use a single UV set... so your dirtmap will repeat. I think a UV scale needs to be added to the material system to make this right. So maybe it can't be done this second.

Cracks/bullet holes/blood splats/etc would be best as decals on the surface IMO. There is a resource which adds support for interior decals which i'm eventually gonna integrate direct support for into the exporter.
#10
04/01/2005 (8:41 pm)
----
#11
04/01/2005 (9:52 pm)
Ok... i'll do it. I'll start by saying i'm a programmer and this is the first interior i built using CartShop.

www.sickheadgames.com/stuff/jail/jail1.jpg
www.sickheadgames.com/stuff/jail/jail2.jpg
www.sickheadgames.com/stuff/jail/jail3.jpg
www.sickheadgames.com/stuff/jail/jail4.jpg
www.sickheadgames.com/stuff/jail/jail5.jpg
Lots of leaks, bad texture mapping on my part, and little quarks... i mean quirks (haha), but for my first interior which i built only hours after buying CartShop it's not too bad. In fact it is what convinced me that i should forget about QuIrK... i mean QuArK. =)
#12
04/02/2005 (2:09 pm)
Hehe... looks really good Tom.

I like 3rd shot down... with the close-up of the wood grain.

I have a question though, is mip-mapping disabled on these screenshots? Cause there's alot of graininess on the distant textures.
#13
04/02/2005 (2:29 pm)
Yea i got a texture pack with some nice wood texture, except all of them have various issues tiling and stuff. The quality of texture packs out there suck when it comes to tiling.

It seems like the mipmapping is a bug in TSE when the video card your using doesn't support 1.3 shaders. My Radeon 9800 died on me and i'm stuck with my Nvidia GF4 5200ti for a while.... gotta fix that soon.
#14
04/03/2005 (2:43 pm)
I have a tip some may find useful... and that is to not use textures at all, at first. Well, actually, just use a blank, white texture. That way you can focus on the construction of buildings, etc. and check for light leaks and make sure the lighting/shadows look good... then, if that looks good, when you you add real textures, it looks even better.
#15
04/03/2005 (3:51 pm)
@Will = Good point! I'm gonna add that to the docs. =)
#16
04/03/2005 (8:16 pm)
Well, I don't know what's scarier. That you're good at art while programming, or that you're better than me at level creation.

*uncovers dusty C++ book*
#17
04/03/2005 (8:19 pm)
I'm the atypical jack of all trades, master of none sort of guy. =)
#18
04/04/2005 (9:22 am)
@Will
I have found it easier to just implement this resource (Utilities for mappers). Then you can just switch to the lightmapping rendermode and can see where your light is hitting.
#19
04/04/2005 (2:38 pm)
That's an interesting resource, thanks.
#20
04/08/2005 (8:16 am)
Ok no one else? Come on show something!
Page «Previous 1 2 3 Last »