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ForumsJedi Outcast and Jedi Academy Editing Forum → GTK Radiant Texturing
GTK Radiant Texturing
2004-04-17, 3:53 AM #1
Ok, maybe this got GothiX's attention, or maybe not. Well, I need some quick rules on Texturing for a good level GTK Radiant. I just got my first part of my level done today, and I might try to test it (if I decide to). Here is some more in depth stuff:

1.) A way to develop a good Imperial textured map.
2.) A way to NOT repeat textures for the map (like have two rooms which are in different areas have the same textures... as in a CTF level).

Well that's all I can think of for now, GothiX, if you're out there man, post in! [http://forums.massassi.net/html/cool.gif] And also, my level release date is Christmas 2004, so I'm in no rush to finish it. [http://forums.massassi.net/html/biggrin.gif]

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From Real Time Strategy to Action Shooter... History kicks *** !
HistoryGuy's Sites:
+-+ http://history-guy.com +-+
+-+ www.blackwatergames.com+-+
2004-04-17, 4:22 AM #2
I'd advise you to read Wedge's style article that we hosted at Map-Review. It's got guidelines for architecture, texturing and lighting, and basically holds the general "rules" for leveldesign. Be sure to add it to your bookmarks!
2004-04-17, 5:06 AM #3
Thanks GothiX for the link! *goes back to work* [http://forums.massassi.net/html/cool.gif]



------------------
From Real Time Strategy to Action Shooter... History kicks *** !
HistoryGuy's Sites:
+-+ http://history-guy.com +-+
+-+ www.blackwatergames.com+-+

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