Piperoom Hive

Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">Feedback wanted</div> I've been working on this hive for 2 days now and I think its ready to show you guys. Tell me what you think and you'll get a cookie.

Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Ah yes... pipes, the NS crate.

    The construction seems very plausable and complex, very nice looking, but what about Rspeeds? Paticularly the first shot seems dangerously complex - it seems like a place where marines would get pwnx0rized no matter where they put their mini. in addition to the room being incredibly small.

    That said, it looks fantastic!
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    yes im still working on the r_speeds <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    and yes they **** me off, as soon as i put a vent in they went up around 75 to what they are now <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->


    aahk!!! i just removed some detail and it goes up!!!??? WTH???
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    I like that it is a combo Marine Start and hive room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . But it's looking nice. I like the brifge that the hive busts thru.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    edited August 2003
    Looks pretty neat, the architecture is really nice, but sadly, the r_speeds are a little on the maxinum, try to get them lower and it'll be done.

    -GF
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    multiple levels are evil for comm and bad for rines without ladders.
    thats what made ns_that_purple_map_you_start_in_the_middle_and_hives_are_connected_ba_a_tram_tunnel an alien map.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    ollj, theres a reason i have a comm chair in there, to make sure its useable. it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    also i just had a breakthrough with the r_speeds <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> so they should be down a hundred in the first pic
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    ok, the only place with r_speeds over 600 is in this corner, everywhere else is around 550
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited August 2003
    Ooh ooh, I know! Stick a PIPE in that corner! :D

    EDIT: Enabled emoticons are the devil.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    redford is genious!
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Hmm, the cables holding the catwalk up look ugly as hell imho. They're too thick, the texture is ugly and they generally look out of place. Maybe try and make them a bit more like steel cable or something.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    ok, im done with the r_speeds and i wanted to know, do you think 600 w_poly in a couple places too high? its right in between the peak and the average of the mapping guidelines, so i personally think its fine.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    r_speeds never ever go over 600 now, in the first shot the highest r_speed i can get is 599 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> so i think im done with this room, I'll keep everyone updated. Also whats a good texture i can use as a cable? cuz ya, the ones holding up the elevated platform were rather ugly.

    **edit** i just added a hallway leaving the hive room and r_speeds shot up to 675 <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    Well after further r_speeds adjustment, i finally made it so that only 2 areas are in the 500-575 w_polys. everywhere else is below 500. Now is that amazing or what?

    I acheived this by doing a texturing strategy that im not sure if its been thought up before, or if I just made it myself. I copied and pasted the current room and applied the null texture to it, so i have a textured room and a null textured room. I then went inside the null textured room and put all the textures back in place on the inside ONLY using the textured room as reference if I wasn't sure where a texture went. By doing this only the inside of the level draws, lowering r_speeds. Although this is time consuming it greatly helped r_speeds, reducing them by over 100 w_polys in my case. I hope this strategy is used by someone as it is very helpful.

    **edit** yes i know the null texture not drawing is known by everyone, im just saying as to how i applied it without missing a single face.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    what the heck is going on in your map??? HLCSG removes all faces outside of your level anyway so in the end you only have null textured faces *inside* your map! If you don't get any halls of mirrors you really found an amazing way to lower r_speeds and map limits <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    You begin to evolve to an Ollj! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Applying the null texture to faces that are inside the room, but not normally seen (behind detailed brushes, on the backside of pipes against the wall, and <b>also on the sides of entity brushes that touch the walls/floor</b>, as because they are entities they aren't culled or built into other geometry at all by CSG) will indeed help with the r_speeds without causing serious hall-of-mirrorage.

    Also, Tall Guy, you really shouldn't worry about r_speeds until they're around 800... 800 wpolys is the HL engine's limit, after that it get hella laggy (and in software mode the extra wpolys don't even get rendered!) But generally if you need 600 or 700 wpolys, it won't cause a significant amount of extra lag.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Erias, read the mapping guidelines. Average r_speeds should be 500 and peak at 700. Anything higher just makes the load on your computer even greater because ns requires a lot of cpu. Also because this is a hiveroom you would want the r_speeds to be rather low as big battles usually take place in hive rooms.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what the heck is going on in your map??? HLCSG removes all faces outside of your level anyway so in the end you only have null textured faces *inside* your map! If you don't get any halls of mirrors you really found an amazing way to lower r_speeds and map limits  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    WOW, thanks. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Non-mapper response.

    I like the look, I only have one question: Is there enough alien bio-matter in the room? It just doesn't seem to have an "infested" look to me.

    Just personal opinion though, so do as you will.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I'm well aware of the guidelines... what I'm saying is the reason they say to stay below 700 is because the minute you hit 800 the HL engine chokes (so the guidelines have "rounded down" the limit.) However, the engine is perfectly capable of doing 600-700 wpolys without getting seriously lagged on even an older machine.

    I'm just saying this so you don't tear out something really cool out of your map because you're worried HL is in danger of exploding the minute it goes remotely near the limits outlined in the mapping guidelines. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Promise not to call it "Piperoom Hive" and I'll give YOU a cookie.

    Sweet pics, btw.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    tall guy, have you run around the room with gl_wireframe 1 and 2 to see if there are any complex world brushes touching walls such as pipes(that brakes them up in many pieces). Also with gl_wireframe 2 you get to see what the engine thinks it can see. If it thinks it can see out of the room through a vent and into another room that can bring w_polys right up. To combat this you might put a bend in the vent so that there is no straight through visible path into another room.

    Textures that are bland anyway or are kind of hard to see(behind a grate or such) can be sized up to twice the size or so without looking all that ugly, that can help r_speeds a lot, especially if the surface is a big flat one and not very complex.

    I think it looks nice except that big wall textured with that pipe texture in the first shot, I think those pipes are most appropriate behind a grate or such because pipes usually aren't flat, but if you need many pipes and you do not need them to be all to visible(to fake complexity) you can put that texture behind a grate or such.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    R_speeds in this hive room are down to extremely acceptable levels, and yes I know about gl_wireframe.
    I do think that yes that pipe texture is rather awkward so I'll probably change it around a bit.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    man.. i am just floored by that hive.
    it just looks so... awesome

    Belg
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mmm i suggest you to change the grate texture to another or just scale it down (more r_speeds). Also, , to make polys low, just get all pipes and make them func_ilussionary and then copy paste the pipes and make them clip texture, thats lower r_speeds alot. (if thats donw and you still got so many r_speeds then.....WTH)

    Also, try to infestate the whole room, just look back to feedwater or any other hive and try to get the "dark" feeling they show.

    niec work
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