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Author   Topic : "unreal ED.2d shape texture alignments"
samdragon
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Joined: 05 May 2000
Posts: 487
Location: Indianapolis

PostPosted: Sun Jan 21, 2001 1:20 pm     Reply with quote
try looking in here for some answers.
http://www.planetunreal.com/unrealed/
I remember reading somewhere on there about texture alignment.
YOu can also download a help file for UnrealEd that may have that info about it.
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dean
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Joined: 21 Jan 2001
Posts: 7
Location: UK.

PostPosted: Sun Jan 21, 2001 2:21 pm     Reply with quote
im very familiar with that forum.
i posted this question there already.
im just very eager for an answer,so i can finnish this damm game ,get my develoment fee and get a real life instead of pearing at that bloody editor.

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life -death -the same
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dean
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Joined: 21 Jan 2001
Posts: 7
Location: UK.

PostPosted: Sun Jan 21, 2001 2:33 pm     Reply with quote
i dont think my post showed.
im familar with that forum.
ive no replays yet.
seems slow there nowadays

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he didnt care anymore.
life -death -the same
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Ben Barker
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Joined: 15 Sep 2000
Posts: 568
Location: Cincinnati, Ohier

PostPosted: Sun Jan 21, 2001 9:45 pm     Reply with quote
You can check out Gamedesign.net too. I'm not familiar with UnrealED.

I don't want to start a flame war, but you would probably shit yourself if you saw how easy it is to texture curves in Q3
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dean
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Joined: 21 Jan 2001
Posts: 7
Location: UK.

PostPosted: Mon Jan 22, 2001 12:10 am     Reply with quote
im developing a new game i wanna get published.the new 2d shape ed is nice for those Q3 style curves,only one problem.

the textures dont align correctly,
they come out misaligned if aligned to floor wall ect.
so have do be done manually 1 face at a time ,which is time consuming and imposible to build a complete game in this fashion.

does anyone have experiance at texture alignment to solve this,there must be a shortcut.

or is unreal only for very very basic shapes.

mmmm epic,
just when i thought i was out ,they pull me back in



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he didnt care anymore.
life -death -the same
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dean
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Joined: 21 Jan 2001
Posts: 7
Location: UK.

PostPosted: Mon Jan 22, 2001 12:48 am     Reply with quote
do start a flame war.
i picked unreal to design my game purly coz it came out before Q3,thats the only reason.
unreal is desperate to design with.avoiding bsp holes is a bitch.
i wanna know if its the same with outher EDs.

the thing that annoys me the most is that if my game is a success Epic we be singing its engines praises as if to say look at how good it is see what can be developed with it.

the only reason my game looks good is because ive crusified myself with the design /lighting/tex.

im sure Q3 also has higher rez than 1 inch squared 256x256 256 coloured textures ,wich make your loverly textures look like s@it if you dont spend ages fiddling trying to convert them.

scripting sequences is a bitch also .well none existant if you look at what halflife can do,im not familar with woldcraft but when i had a look at the ed it seemed you had a LOT of options for this.were as unreal has just some very hit and miss triggers.

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he didnt care anymore.
life -death -the same
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Freddio
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Joined: 29 Dec 1999
Posts: 2078
Location: Australia

PostPosted: Tue Jan 23, 2001 6:08 am     Reply with quote
Hmm..

Nup not that I know of.. I just manually do it...

why dont you e-mail Cliffy?

[email protected]
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Sieb
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Joined: 13 May 2000
Posts: 26
Location: US

PostPosted: Tue Jan 23, 2001 6:32 pm     Reply with quote
I grew up with Worldcraft since quake. Yes, quake 3 is alot easier with curves and aligning textures. Never got unrealed to work. Though didnt care much for the modeling. isnt there a planet unreal?

sieb
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ELFiN101
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Joined: 28 Jan 2001
Posts: 2
Location: falmouth, cornwall, england

PostPosted: Sun Jan 28, 2001 3:19 pm     Reply with quote
for a start, q3 doesnt use worldcraft, it uses radiant, which sucks for most everything
valve made hl without auto texture alignment, so you can make a game without it too- if that bungh of plebs can, you can.
if you want higher res textures, run enreal ed though the tournament code- its faster, higher res in every way, and has better gl support
shouldve done wahat im doing really, wait for tf2, and use worldcraft in a most glorious engine (valve own worldcraft- thats why its not used for q3).
and, no offence, but if you cant get unreal res textures looking anything more than shit, your design and lighting cant be quite as good as you believe.
urr yeah, any more mapping questions, ill probably know the answer, cos i spent about 2 years of my life doing this sort of thing.
ELFiN
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Ben Barker
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Joined: 15 Sep 2000
Posts: 568
Location: Cincinnati, Ohier

PostPosted: Sun Jan 28, 2001 6:35 pm     Reply with quote
Ha. You obviously don't know much about radiant if you think it is a crappy editor.

Worldcraft was great until Valve bought it from Ben Morris and messed it up. Nothing personal against Valve, it was in their best interest. But that's just what happens when companies buy programs for dev and remove all of the cross game compatibility, and lose the interest in making a flexible community endevour. It happens frequently, but since QER is open source that hasn't affected it. Really a shame for Half Life too, since the Radiant crowd is probably the most experienced and knowledgable amatuer community surrounding any game. There's brilliant guys out there like David Hyde, writing plug-ins with Radiant's SDK that do shit like generate terrain. Id saw the plug-in, and now there is terrain in Team Arena.

I used WC for a long time. Shit, I even bought it. Then Q2 came out. I tried QE3, and I hated it, so I waited 6 months for WC to be updated. Valve bought WC for Half Life, and Q3 was on the horizon, so I decided to give the newest version of QE3, QERadiant, a shot. Man, was I impressed. As a hardcore WC user, and one who had defended it against QER many times (because of my experience with QE3), I was completely converted. And now even though I've stopped making maps, I still keep the latest version of Radiant on my hard drive.
And my WorldCraft CD went to the trash years ago.
Saying Radiant is a crappy editor is like saying FreeBSD makes a crappy webserver. And saying it sucks for most everything just shows how ignorant you are of Radiant's power.
Name one feature that WC has that couldn't be added to Radiant in a month or less, by the community... not by a programmer at Valve who probably has better things to do, like finishing TF2
Other editors have come and gone, but Radiant remains as the unignorable, 500 pound gorilla of map making programs.
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ELFiN101
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Joined: 28 Jan 2001
Posts: 2
Location: falmouth, cornwall, england

PostPosted: Mon Jan 29, 2001 1:54 pm     Reply with quote
by the david hyde/ terrain gen thing- is that gensurf? sounds like it is.anyway, that's been around for WC for well over a year.
radiant just doesnt feel natural too me, im sure it's great to you, but, no.
also, you speak as if you havent used wc for a while- and there fore you havent used 3.3- gl support for 3d view makes it smooth as FUCK, and it also has the texture auto-alignment that it always needed, as well as a damn cool in-editor spriteviewer.
oh, and community support for wc- haven't you heard of a guy by the name of zoner?
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Ben Barker
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Joined: 15 Sep 2000
Posts: 568
Location: Cincinnati, Ohier

PostPosted: Fri Feb 02, 2001 11:19 am     Reply with quote
Can you download the source for WC? No.

David Hyde wrote gensurf for Radiant a long time ago. Shortly after the Xatrix mission pack for Q2. There are many other plug-ins for Radiant, that is just one.

Radiant has always had auto texture alignment, even QE3 I think.

The WC camera was always faster than the Radiant camera for me, but now that computers are getting better it doesn't really matter. Plus Radiant gives you more rendering options.
And it's free.
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