I'm not quite sure what you mean by "smooth the stuff out" If you're talking about texture alignment I <i>think</i> that has all been fixed. Other than that I can't see anything that fits what you said, thanks for the compliments though.... now to figure out how to make it not be an alien deathtrap.
I might recomand as a pice of prop work, for them to go in random circles around the cc, like a funk_train, but then again, it will add to the entity limits
Blueman stop being so good, those shots are killer <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
might i just comment that the infestation for CO maps might be less than for NS maps, because there are fewer resouces for the bacteria to utalize, just a thought, it looks great, but over infested (maybe thats just me tho)
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited November 2003
About 550-650 (because is above engine). I'm fighting with VIS hard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Lost attachment in preview, in next post.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
OK... NOW here's the image of a hallway segment. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
No disrespect to any of the mappers here but its jolly hard to make a bad map with textures as superior as the NS ones. Imagine these maps with HL textures and all of a sudden you have to work real hard to make it look good.
i think if you're going to use a bright color like orange you should match either with lighting or another color source. Otherwise it'll stick out like a sore thumb against all that grey. I think you could scale it down a bit too since large areas can look unattractive without detailed architecture.
The res_node room (well, unless I change my mind) is just about done. Been toying with some different methods with the lighting.
note: I tried messing with the the contrast and brightness in my image editor to get it close to the in-game shot, but the images are a little darker than what the room looks like in-game. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--bliNk+Nov 3 2003, 05:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bliNk @ Nov 3 2003, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No disrespect to any of the mappers here but its jolly hard to make a bad map with textures as superior as the NS ones. Imagine these maps with HL textures and all of a sudden you have to work real hard to make it look good.
Just a thought... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> OK, well, I’m not sure why you posted that here if no disrespect was intended… but I guess I’ll give you the benefit of the doubt.
Anyways, think of NS mapping this way:
Instead of having to map a bunch of complex geometry in your map for NS, the textures allow you to get the same level of effect if not more with the use of fewer brushes. Now, this may strike you as making NS mapping newbie-friendly, but it gets better.
Due to the constrains imposed on maps for NS due to the game engine limitations and standards set by the NS dev team, you really do need those great looking textures. Otherwise, you’d be stuck with very small complex maps, or medium to large sized simplistic maps. Also, when VALVe made HL single player maps, they could map without having to worry about keeping the r_rates below 600 (or whatever the limit currently is), and they didn’t have to add all the detail to all the walls (ie one wall brush would do the trick for an inside wall) that you have to worry about in NS. Also, since NS can’t load different maps for different sections of the level (as you could in SP levels. =p) texture memory and max_planes, etc. do surface and force mappers to make compromises.
Or you could look at it like this: Doom3 vs. Quake3A:
IdSoftware’s Doom3 has been said to push fewer polygons that what the Quake3 engine typically renders. However, it creates a better looking environment via the textures and various lighting methods that Quake3A doesn’t have. In other words, they can now do more with less.
Comments
consider upgradeing to darkglass - or use a higher fx, so that you in fact see the glass brush
other then that, i would use it as a useless pice of prop work
amckern
NOTE: The yellow striped texture has been changed to a more solid grey texture.
<img src='http://www.myimgs.com/data/Brodin/Crash1.jpg' border='0' alt='user posted image'>
<img src='http://www.myimgs.com/data/Brodin/Crash2.jpg' border='0' alt='user posted image'>
ND
I might recomand as a pice of prop work, for them to go in random circles around the cc, like a funk_train, but then again, it will add to the entity limits
amckern
ok First some new mystic shots (and im currently deleting high r_speeds areas to lower them so ill post new areas in a few days)
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0000.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0001.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0002.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0003.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0004.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0005.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0006.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0007.jpg' border='0' alt='user posted image'>
Its all mainly the new MS and its sorrounding corridors.
now its time for a pic of co_ulysses.
<img src='http://www.thehivemind.org/blueman/pics/ulysses/co_ulysses0000.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/pics/ulysses/co_ulysses0005.jpg' border='0' alt='user posted image'>
<img src='http://www.thehivemind.org/blueman/pics/ulysses/co_ulysses0008.jpg' border='0' alt='user posted image'>
erm...some 5 more ulysses shots at my site.
please crit
amckern
ND
<img src='http://www.planet-pepe.net/stuff/vecpix/post3/01.jpg' border='0' alt='user posted image'>
<img src='http://www.planet-pepe.net/stuff/vecpix/post3/02.jpg' border='0' alt='user posted image'>
ND
<img src='http://torment.wz.cz/NS/ns_hulk0062.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0063.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0064.jpg' border='0' alt='user posted image'>
ND
Just a thought...
<img src='http://ice.prohosting.com/locktexs/NSANDRO1.jpg' border='0' alt='user posted image'>
note: I tried messing with the the contrast and brightness in my image editor to get it close to the in-game shot, but the images are a little darker than what the room looks like in-game. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<img src='http://www.aybnetwork.com/hallway_bin1.jpg' border='0' alt='user posted image'>
<img src='http://www.aybnetwork.com/hallway_bin2.jpg' border='0' alt='user posted image'>
<img src='http://www.aybnetwork.com/hallway_bin3.jpg' border='0' alt='user posted image'>
Just a thought... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
OK, well, I’m not sure why you posted that here if no disrespect was intended… but I guess I’ll give you the benefit of the doubt.
Anyways, think of NS mapping this way:
Instead of having to map a bunch of complex geometry in your map for NS, the textures allow you to get the same level of effect if not more with the use of fewer brushes. Now, this may strike you as making NS mapping newbie-friendly, but it gets better.
Due to the constrains imposed on maps for NS due to the game engine limitations and standards set by the NS dev team, you really do need those great looking textures. Otherwise, you’d be stuck with very small complex maps, or medium to large sized simplistic maps. Also, when VALVe made HL single player maps, they could map without having to worry about keeping the r_rates below 600 (or whatever the limit currently is), and they didn’t have to add all the detail to all the walls (ie one wall brush would do the trick for an inside wall) that you have to worry about in NS. Also, since NS can’t load different maps for different sections of the level (as you could in SP levels. =p) texture memory and max_planes, etc. do surface and force mappers to make compromises.
Or you could look at it like this: Doom3 vs. Quake3A:
IdSoftware’s Doom3 has been said to push fewer polygons that what the Quake3 engine typically renders. However, it creates a better looking environment via the textures and various lighting methods that Quake3A doesn’t have. In other words, they can now do more with less.