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Old 07-31-2005, 10:35 AM   #61
mervaka
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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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Old 07-31-2005, 12:08 PM   #62
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loving that snow buddy ace job
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Old 07-31-2005, 12:37 PM   #63
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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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Old 07-31-2005, 01:16 PM   #64
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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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Old 07-31-2005, 03:19 PM   #65
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Displacement limit = 1024.
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Old 07-31-2005, 03:58 PM   #66
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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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Old 07-31-2005, 04:36 PM   #67
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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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Old 07-31-2005, 05:01 PM   #68
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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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Old 07-31-2005, 11:07 PM   #69
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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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Old 07-31-2005, 11:20 PM   #70
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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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Old 07-31-2005, 11:35 PM   #71
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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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Old 08-01-2005, 02:46 AM   #72
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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.
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Old 08-01-2005, 03:28 AM   #73
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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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Old 08-01-2005, 04:52 AM   #74
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Wow Nicely done, your doing a real nice job on the outside.
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Old 08-01-2005, 09:06 AM   #75
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Quote:
Originally Posted by Circuitous
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.
LOL class

Quote:
Originally Posted by Jiggles
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.
ya, im eventually gonna get round to redoing the skybox textures, and sort out those fucking trees too, although i think its just a case of the wrong skin. nice idea for thinning the snow in the sun though :o i might raise areas in the shade, but before i do, i have to spin the entire skybox and env lighting 90 degrees, to make it fair for the other team. this seems to be the one of the biggest balance problems with a dusk map :(

Quote:
Originally Posted by GeoKill----->
Wow Nicely done, your doing a real nice job on the outside.
ye, i need to spruce the inside up a bit more too lol

thanks again guys for the feedback :x
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Old 08-10-2005, 07:14 AM   #76
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Wow Ginger Lord your advice really paid off as the new outside shots look awesome!

Here's some google shots I found from actual russian facilities (some from elswhere) maybe it will help.
Sorry they werent set in the snow but Im sure you can picture that.

http://www.dtra.mil/images/ctr/bioweap_security1.jpg
http://www.dtra.mil/images/ctr/plutonium_elim.jpg
http://www.dtra.mil/images/ctr/quick_fix.jpg
http://www.dtra.mil/images/ctr/security_enhance1.jpg
http://www.dtra.mil/images/ctr/icbm_elim.jpg
http://www.dtra.mil/press_resources/...otos/ns06l.jpg
http://www.cr.nps.gov/history/online...ages/fig83.jpg
http://www.hi.is/~oi/Siberia%20photo...t,%20Yamal.jpg

Areil view of a Russian silo complex with more photos below
http://tunelis.ginklai.net/fortifica...etai/maero.jpg
http://tunelis.ginklai.net/fortification/moletai/05.JPG
http://tunelis.ginklai.net/fortification/moletai/01.JPG
http://tunelis.ginklai.net/fortification/moletai/02.JPG
http://tunelis.ginklai.net/fortification/moletai/03.JPG
http://tunelis.ginklai.net/fortification/moletai/04.JPG
http://tunelis.ginklai.net/fortification/moletai/12.JPG


Siberian Town
http://www.hi.is/~oi/Siberia%20photo...t,%20Yamal.jpg

Russian patchs
could make cool posters and stuff for the walls.
http://www.russianpatches.com/milita...hes.php?tid=15
http://rkkaww2.armchairgeneral.com/s...aRKKA2_cut.jpg

A Russian Silo
http://seattletimes.nwsource.com/ABP...2002117420.jpg
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Old 08-10-2005, 11:58 AM   #77
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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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Old 08-10-2005, 11:59 AM   #78
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Nice one racer
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Old 08-10-2005, 12:22 PM   #79
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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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Old 09-11-2005, 10:32 PM   #80
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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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