Texture help required

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">I'm sick of this darn room</div>I've got this room and i'm having extraordinary trouble trying to find a set of textures that look good on it.  I figured i'd ask you guys to have a go.  Here's some pictures of my best try at the area in question.

Picture 1

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'm fairly happy with the floor, it's the upper part of the room that doesn't look right to me.

    Picture 2
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    If you can do better than that, here's the MAP file for this room.  Try out your idea and post up pics.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I don't have time to work on the map file, but here are my quick suggestions:

    You can try taking the ns trim textures you're using in the mid section and continuing them all the way up to the door. Then match the textures between the two brushes.

    Or... add a few brushes and put a trim around the grating texture.

    And definatly lose the lift texture. Try continuing that grey wall texture all the way around your faux vents.

    And keep at it! I like your geometry. I know how frustrating it can be to have a picture in your mind and no textures to help create it. When you finally get it right, it'll be well worth the effort.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    How about this.

    I like the brighter, more stylistic look you've got going in your version... Not sure if this would be better. Also, this is a lot darker when I compile, due to varying .rad files....

    If you want to try something like this, the important settings that actually effect stuff around here are:

    ~SPOTRED 128 0 0 5000
    LIGHT_STRIP3 192 192 192 1777
    LIGHT_STRIPRED 170 90 40 3000
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Here's the map file for if you want to experiement with it a bit. (I don't even know if this is a look you are aiming for though.)
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I think that Kens lighting settings are far better. Here's my attempt, altho I don't have the .rad files you guys must have so I can't show an ingame shot (no light).
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    and the .map file...

    Personally I think that Kens is better tho <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thanks Ken &  Merkaba , to put this room in context it's part of NS_NEXT (you've tried the beta right?), the doorway without crates leads directly into the (new) control room.  The doorway with crates leads to an func_resource area, off the hub.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Yep, I tried out the beta a while back (and really liked it). I think this room would make a really nice addition.
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