AEblocks - Modular Mapping

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: AEblocks - Modular Mapping

Post by wattro »

if you have skyrim, you can find and download the editor for it and play around with the pieces. i've heard people say they actually like the editor, but it seems so clunky.

(you might not even actually need skyrim...)
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: AEblocks - Modular Mapping

Post by AEon »

Yeah, seen Castle use the Skyrim Editor in his videos... though I do hesitate looking at such comprehensive packages... wait I already did... did not understand how it worked. But after 10 minutes that is to be expected... wanted to use the SDK to help me look up information for the Skyrim.gamepedia.com wiki I wrote quite a few pages for. But I gave up on looking into the SDK, unpacked the source text files instead.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: AEblocks - Modular Mapping

Post by AEon »

Continued to look into the pk02 texture set:
  • AEmod - pk02 texture set, demo map
    AEmod - edited the original texture set to make better steps
    AEmod - using socks tube textures as basis, created new pipe textures that fit pk02 design
The textures are different in size, i.e. they needed to be scaled differently to make them usable... e.g. wall textures needing to be 128u high. I really like the set... though I am still trying to work out how it was actually intended to be used.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: AEblocks - Modular Mapping

Post by AEon »

I wanted to see how Sock's Industrial texture set pipes would look in the style of philipk's pk02 texture set... this turned out interesting. Especially since I could directly use my AEblocks pipe modules with these "new" textures...
  • AEmod - slightly expanded pk02 texture set
I noted a grey texture set in pk02 that looked like possible steps, but they were all over the place in different sizes. So I "sorted" them into narrow sides of steps and wider actual steps by brightness. This looks OK... and kinda works. It only now occurred to me that the strange angled off step textures might actually be part of unusually formed smaller steps placed on brushes... merits some more experimenting.
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