07-31-2005, 10:35 AM | #61 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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wow
that brightness/ambient combination certainly works a LOT better. only trouble is, i havnt really got an eye for minor adjustments, but it certainly works as it is for now, im probably just gonna turn the brightness down a bit. i'm happy with my old values for the angles, but thats certainly a lot better thanks a bunch <3 EDIT: yer its that sky btw |
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07-31-2005, 12:08 PM | #62 |
Join Date: Jun 2005
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loving that snow buddy ace job
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07-31-2005, 12:37 PM | #63 |
A Very Sound Guy!
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cool cheers :D
ive recently been doing a general tidy up of the brushes, and neatening up the displacement faces (i found a whole section of 6 sided displacement brushes where i only needed 1 face per brush, this is coincidentally the area around the forementioned displacement problem, so this might well have fixed it) now im just gonna pray i dont hit some sort of displacement limit :( cos this is only one side, and i'll truly be fucked if im even close to the limit, as i need to copy the whole map and spin it 180 |
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07-31-2005, 01:16 PM | #64 |
Join Date: Jun 2005
Location: Carlisle, UK
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Well if you get close to the 50% mark, I don't know if there is even a limit, try redoing the displacements at a lower scale, or redoing multiple ones together in one larger brush.
Looking in the Hammer compile log, doesnt look like theres a limit on them, although I wouldnt be surprised if its wrong. |
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07-31-2005, 03:19 PM | #65 |
Join Date: Mar 2005
Location: Europe
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Displacement limit = 1024.
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07-31-2005, 03:58 PM | #66 |
A Very Sound Guy!
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cool cheers :) thats number of displacement brush faces i presume?
i wonder if theres a compiler parameter to increase this? :o |
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07-31-2005, 04:36 PM | #67 |
Join Date: Jun 2005
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just a guess but wouldnt more displacements increase the needed specs to run the map in smoothly?
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07-31-2005, 05:01 PM | #68 |
A Very Sound Guy!
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Location: UK
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yes in way, but theyre VERY cheap to render, believe it or not :)
same can be said for static props. and with snow its kinda hard not to have to do the entire outside area in snow. im gonna make it as optimal as possible, especially to consider the fact its a huge map at the end of the day, one of the reasons hl2 was made was to look prettier than hl1, so im gonna try and maintain the highest level of detail possible without significantly decreasing fps, which is the goal of most mappers i think :D |
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07-31-2005, 11:07 PM | #69 |
A Very Sound Guy!
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Join Date: May 2005
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yet more screenshots
ive completed the snow displacements now, so i can turn my attention to other details \o/ yet another shot of the front, just updated. note the tower in the background: a closeup of the tower: the back yard (yes my base has a back yard : another shot of the back yard, looking out the window of the fd tunnel: another overall shot of whats there so far: watch this space : again, critique encouraged <3 thanks |
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07-31-2005, 11:20 PM | #70 |
Join Date: Jan 2005
Location: Davis, CA
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Useless positive critique: I really like the snow because it's unique, not many maps use that. Also, the entire idea behind your map is great, and the shots are looking nice... big ass yard perfect for tf style play (aka concs etc)
Possibly useful constructive critisism: The only real problem with your map is it lacks a consistent theme. It's supposed to be an underground silo... as in a missle silo? If so, shouldn't it look more like a military complex? Right now it looks like an empty russian concentration camp... there should be more buildings and stuff.. maybe I am wrong, it just doesn't really strike me as a missle base. Perhaps do a little research, with the snow it would be cool to model it after a russian missle silo, so maybe look for some photo's and stuff of real ones to get some inspiration! US silo's could be used too. And the building texture doesn't match the theme at all either, imo. you have old fashioned arched doorways ( ) weird dungeon-looking windows in the walls, and old ware-house style glass windows. And a brick texture, which doesn't really seem like what it would be. I think there should be more metal and concrete involved... just because that would stick with the theme being used. Metal doors, stronger more modern looking windows, concrete walls, etc. Good luck! |
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07-31-2005, 11:35 PM | #71 |
A Very Sound Guy!
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Join Date: May 2005
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ya, i guess research would have been a good idea :/ lol
trouble with the textures is, the texture set i currently use has dictated the styling of a lot of the brushwork, so i guess im gonn have to go away and do a bit of research, then design some textures around the existing ones if i can. thanks for bringing this up, i was aiming for a siberian missle silo as you suggested, but the only images of russia that spring to my mind are of the red brick cityscapes of moscow, and i dont even know whether those are accurate :( research.. :/ lol |
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08-01-2005, 02:46 AM | #72 |
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Retired FF Staff
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It's a SUPER SECRET TOP MILITARY MISSILE INSTALLATION SILO. As such, it can't be made to look like a proper silo. Proper missile silos attract unwanted attention. The missile fires from Ronald McDonald's head.
__________________
Look at all those dead links. |
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08-01-2005, 03:28 AM | #73 |
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Location: CowTown
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Looks good!
I don't know if you've mentioned it, but are you going to add some snow to the skybox? 'Cause it looks a little odd having the background bare, and the map full of snow. If you don't want to add snow to the skybox, you might consider thinning the snow that is "in the sun," so it looks like the deeper snowdrifts are in the shadows. |
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08-01-2005, 04:52 AM | #74 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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Wow Nicely done, your doing a real nice job on the outside.
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08-01-2005, 09:06 AM | #75 | |||
A Very Sound Guy!
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Join Date: May 2005
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Quote:
Quote:
Quote:
thanks again guys for the feedback :x |
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08-10-2005, 11:58 AM | #77 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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jesus man, thats a fucking goldmine! :D
i love the idea of the local town, so i might make the attackers start from there. im gonna have to redesign the silo lid too thanks a bunch :) |
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08-10-2005, 11:59 AM | #78 |
Join Date: Aug 2005
Location: Portsmouth, England
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Nice one racer
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08-10-2005, 12:22 PM | #79 |
A Very Sound Guy!
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Join Date: May 2005
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fuck... im gonna have to suspend map production because steam wont start :( it says its unavailable, please try later bladebla
EDIT: crisis over, netlimiter was blocking steam updates :/ |
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09-11-2005, 10:32 PM | #80 |
A Very Sound Guy!
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ok im shelving this for a bit - im employed now, and i need to get my car running properly before college starts at the end of the month
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