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Old 03-06-2006, 12:25 AM   #21
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Niiiiice. Keep it going!
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Old 03-06-2006, 12:43 AM   #22
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Quote:
Originally Posted by Afx
I think they look pretty good, fair enough in real life you probably wouldnt require that much support, but ultimately that doesnt really matter and i reckon it looks nice with the 6 supports.
Well, I wasn't really going on the notion of comparing to real life. I was just commenting that I think it looks kinda like a orgy of those things being used inconjunction with such a small/thin platform.
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Old 03-06-2006, 05:47 AM   #23
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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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Old 03-09-2006, 02:48 AM   #24
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Wow, looks great!
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Old 03-09-2006, 08:52 AM   #25
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Two thumbs up
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Old 03-10-2006, 02:45 PM   #26
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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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Old 03-10-2006, 06:36 PM   #27
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i agree with the above:

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Old 03-10-2006, 07:42 PM   #28
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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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Old 03-10-2006, 08:35 PM   #29
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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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Old 03-10-2006, 10:43 PM   #30
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Nice work; I'll be sure to keep an eye on this thread for updates
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Old 03-12-2006, 11:02 PM   #31
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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...

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Old 03-13-2006, 12:22 AM   #32
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I like the depth you gave the walls but bring back the trim on those ramps
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Old 03-13-2006, 04:23 PM   #33
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Quote:
Originally Posted by Addicted to Morphine
bring back the trim on those ramps
What he said, it's looking good, but that expanse of flooring in the ramproom is a little too boring.
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Old 03-13-2006, 04:56 PM   #34
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maby putting the ff logo 4 the entrance fr ??
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Old 03-13-2006, 05:31 PM   #35
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This hole here:



Can you fall through it? If so, you should put glass over it instead of just leaving it open.

The map looks good anyway, better that the first attempt
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Old 03-13-2006, 05:54 PM   #36
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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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Old 03-13-2006, 09:46 PM   #37
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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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Old 03-14-2006, 04:28 AM   #38
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If you're breaking up any geometry for the sake of adding a trim, you need to submit to the kickassness of overlays.
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Old 03-14-2006, 07:01 AM   #39
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Quote:
Originally Posted by trepid_jesse
If you're breaking up any geometry for the sake of adding a trim, you need to submit to the kickassness of overlays.
I'm not exactly sure what you mean by this... care to expound? what I'm doing right now is putting a brush that extends the length of the trims (since there's a multiple amount) behind them. kind of hard to describe... but imagine, below, that the "|" represents a brush blocking the interior from the void and the ":" represents the trims (two different ones).

|:

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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Old 03-14-2006, 10:43 PM   #40
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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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