03-06-2006, 12:25 AM | #21 |
Join Date: Jan 2005
Location: Montreal
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Niiiiice. Keep it going!
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03-06-2006, 12:43 AM | #22 | |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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Quote:
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03-06-2006, 05:47 AM | #23 |
Join Date: Dec 2004
Location: Ohio
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oh god. I usually only see quotes of that quality in an IRC channel.
btw Howling Man, Christmas was over like 3 months ago. |
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03-09-2006, 02:48 AM | #24 |
Join Date: Mar 2006
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Wow, looks great!
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03-09-2006, 08:52 AM | #25 |
Join Date: Jun 2005
Location: Brum.
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Two thumbs up
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03-10-2006, 02:45 PM | #26 |
Join Date: Jan 2005
Location: Germany
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Looks good but you may should change the (circularly) platform a bit.
http://img220.imageshack.us/my.php?i...sa27wm20ao.jpg |
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03-10-2006, 06:36 PM | #27 |
Join Date: Feb 2005
Location: kidderminster, uk
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i agree with the above:
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03-10-2006, 07:42 PM | #28 |
Join Date: Jan 2005
Location: Davis, CA
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omegay, is there any way you could send me your pipe models? I want to put some in my map but I dont know how to model at all.
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03-10-2006, 08:35 PM | #29 |
Retired FF Staff
Join Date: May 2005
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the pipe models are default models in HL2DM
models/props_pipes/PipeCluster32d_001a.mdl are the ones used in the upper flagroom screenshot |
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03-10-2006, 10:43 PM | #30 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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Nice work; I'll be sure to keep an eye on this thread for updates
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03-12-2006, 11:02 PM | #31 |
Retired FF Staff
Join Date: May 2005
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got a lot more done. only going to give you the ramproom and battlements hallway screenshots for the time being, as the other parts aren't fully complete yet... and, hah, I'm going to post a link to the same pictures from my old version of 2mesa just to show you how much better it looks. now I see what people were saying about the blue lights; in the old screenshots the blueness is really rigid and kind of ugly looking. i made it a much warmer blue (almost purple-ish) and used it more sparingly this time.
old ramproom new ramproom old battlements hallway new battlements hallway I also noticed a [fairly major] problem in the compile log on the last compile... I was at about 80% on brush side capacity and 70% on total brush capacity, lol. I compiled a test map hiding all func_details (the majority of which were the trims around that band that is the main wall theme of the map) and it cut the brush sides down to 30% capacity and total brushs down to ~25% capacity. so, right now I'm in the process of converting the wall trims and other func_details into displacements... it's a pain in the ass but I need to do it so I have enough room to make the map... Last edited by omega; 03-12-2006 at 11:08 PM. |
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03-13-2006, 12:22 AM | #32 |
Join Date: Feb 2006
Location: East Coast, USA
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I like the depth you gave the walls but bring back the trim on those ramps
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03-13-2006, 04:23 PM | #33 | |
Join Date: Dec 2004
Location: Walsall,UK
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Quote:
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03-13-2006, 04:56 PM | #34 |
Join Date: Jan 2005
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maby putting the ff logo 4 the entrance fr ??
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03-13-2006, 05:31 PM | #35 |
Join Date: Mar 2005
Location: Europe
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03-13-2006, 05:54 PM | #36 |
Retired FF Staff
Join Date: May 2005
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there's a grate there.
but uhm, yeah, i'm running in to massive problems in relation to the MAX_MAP_BRUSHSIDES gimmick... displacements are only going to do so much. (which means putting a trim in the ramp room is, for the moment, out of the question--plus, i actually think this looks more clean-cut without a trim). i could shrink the amount of brushes used for the curves, but that won't bring it down to what it should be, either. the main problem is just the trim around those bands is just causing a ton of brushes to be used. at this point i'm just at a standstill with the map until i can figure out how to fix it. |
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03-13-2006, 09:46 PM | #37 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Make some of the details props? (I don't map much )
I'm not sure why there is a max brush limit, anyway. |
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03-14-2006, 07:01 AM | #39 | |
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Join Date: May 2005
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Quote:
|: lol... uh, yeah. basically I'm using a single brush to block the trims, not multiple ones. I'm not sure if this is what you're talking about, though. perhaps you mean overlays as referring to something entirely different? [edit] okay, yeah, apparently it's something entirely different. I just found your overlay tutorial on snarkpit. it seems, though, that overlays are just another type of two-dimensional decal type thing, while the trim I've done is somewhat three-dimensional. that said, doing this could definintely save on some parts of the trims, notably the lower and upper two extreme trims. if you want to see what I'm talking about, look at the upper flagroom shot, at that "band" that acts as the lower portion of the wall in regard to the platform. the solid color trims (the two black-ish looking ones that are closest to the middle of the band) are actually not flat, but the two outer trims on the band are flat with respect to that black-looking trim. so I guess I could use this overlay thing with the outer trims, but not the inner ones. lol, fucking mapping, man. Last edited by omega; 03-14-2006 at 07:19 AM. |
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03-14-2006, 10:43 PM | #40 |
Join Date: Feb 2005
Location: Finland
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Gosh Im happy that you finally decided to kick yout the blue lights
I like the style you got on it. |
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