I just looked over the decompile and I can vouch for some people, it is hard to find exactly what is what. I loaded up NS2.0 with Nancy and built a respectable minimap, then edited in the names of the landmarks. You guys can use this for referance against the top (x/y?) view in what ever program you choose to use... Just to make it a little easier for would-be helpers who can't make head from tail of the decomplie... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Note: The minimap is slightly streched.. so don't try to match it exactly. For example, we all know the colum/pillar in Subspace is almost a perfect circle, not an oval. Oh, and a request to the team... PLEASE try to make the vent system(s) as accurate as possible... It was a real -female dog- to figure them out the first time.. I'm sure I'm not alone in saying that I would hate to have to learn them over again...
Despite the albeit pitiful amount of help I've pledged, I may not be able to deliver the work I said I would. Far too much schoolwork all at once, I may have to put my efforts on hold for a bit.
But if and when I can find some spare time, then I will try my darndest to get something done.
Well could you possibly simplify the vents when you remake it? Have them all running to the same place, but sometimes I think the vents themselves got a little sloppy. Sometimes they would be one block apart, two blocks, two feet, one foot, somethin...I dunno. Just...do someting about that.
I have to applaude to you guys. Good job on remaking the map and not losing sanity. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Alright well I just about finished lighting Auxiliary Generator. (minus the red lights coming from the vents) After this I'm going to move onto the hallways that lead to Mother, and Mother itself.
Oh, and re: getting the names on the minimap sprite - you'll need a sprite viewer, a sprite compiler, and a paint program. You can get the first two from my collection of modelling links at <a href='http://members.aol.com/handhyle/101index.html' target='_blank'>http://members.aol.com/handhyle/101index.html</a>
<!--QuoteBegin--Asraniel+Aug 27 2003, 03:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asraniel @ Aug 27 2003, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NOOO.... it should be NONAME... we had a big discussion and even Flayra named it afterwards Noname. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> DevilDog wouldn't have told us that it was originally "mother" unless he wanted us to change it. Or at least that's what I think.
<!--QuoteBegin--Asraniel+Aug 27 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asraniel @ Aug 27 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea well, its too late to search the link, but there was a big discussion.. and now we call it noname, live with it <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The map is being re-made, if the author wants to call it mother, it will be called mother...live with it.
<!--QuoteBegin--devilblocks+Aug 26 2003, 02:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devilblocks @ Aug 26 2003, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> edit: Noname was originally "Mother" but my last compile to fix a few textures evidently unnamed that hive (just some fyi)
-dd <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If DevilDog wants it to be called mother, it is. Just because it got messed up and gained the nickname "Noname" doesn't mean it should now be called that.
<!--QuoteBegin--Asraniel+Aug 27 2003, 03:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asraniel @ Aug 27 2003, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea well, its too late to search the link, but there was a big discussion.. and now we call it noname, live with it <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I believe I'll go with parasite's reply. Live with it, Asraniel. When you're playing it with your friends you can call it noname, even though it shall read "Mother" on the Alien HUD. ^_^
sorry no rad file either. Lost everything in that HD crash and my rad file I have now is different, especially since it is using completely new textures.
oh and for noname, you can call it either. We managed to get into and rename the entities manually, so we were going to call it noname for 2.0 for giggles, but then the Onos problem cropped up and it got canned altogether.
<!--QuoteBegin--Lazer+Aug 26 2003, 03:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 26 2003, 03:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure what you mean by flushing the vents. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think he means what almost every player says about Nancys vents. They blow for getting into and out of because of those lips on most of them.
That, and the 'drop down in the MIDDLE of the vent' needs to be changed to a drop-down against one wall, preferably at a corner, so you can rush into it, that one part is almost impossible to get through going down. =-.-=
If you wouldn't mind, Lazer, I'd like to take a stab at rebuilding the vent geometry, and doing a clip-and-null-pass over the map when it's time? I'll keep the exact same connectivity for the vents, but I'd like to give a try and see if people think my version is an improvement or not. :-)
Also, I assume everyone'll be using XP-Cagey's HL Tools with the fully bug-fixed compile, so the <span style='color:green'>bevel</span> meta-texture is available to help deal with clipping issues? If so, that might actually free up some allocblock space, and we can clip off all the irremovable floor gratings so they'll be more friendly for walking over.
<!--QuoteBegin--WolfWings+Aug 27 2003, 08:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Aug 27 2003, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Aug 26 2003, 03:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 26 2003, 03:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure what you mean by flushing the vents. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I think he means what almost every player says about Nancys vents. They blow for getting into and out of because of those lips on most of them.
That, and the 'drop down in the MIDDLE of the vent' needs to be changed to a drop-down against one wall, preferably at a corner, so you can rush into it, that one part is almost impossible to get through going down. =-.-=
If you wouldn't mind, Lazer, I'd like to take a stab at rebuilding the vent geometry, and doing a clip-and-null-pass over the map when it's time? I'll keep the exact same connectivity for the vents, but I'd like to give a try and see if people think my version is an improvement or not. :-)
Also, I assume everyone'll be using XP-Cagey's HL Tools with the fully bug-fixed compile, so the <span style='color:green'>bevel</span> meta-texture is available to help deal with clipping issues? If so, that might actually free up some allocblock space, and we can clip off all the irremovable floor gratings so they'll be more friendly for walking over. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You have managed to confuse me. You're saying you want to take over at the end and remake the vent system? Then go back and do all the touchups? Don't worry about the vent system, I'm perfectly capable of doing it, and I agree with most people when they say if it is changed it should just barely be changed. There are a good number of people who have taken the time to learn the vent system, and I really feel there is no need to change it.
Also, what I'm not sure about:
- bevel meta-texture? - clip-and-null-pass? (If you are talking about putting null textures on unseen parts of entities/brushes, I've already been doing that.) - clip off irremovavle floor gratings?
But really, I'm not looking for help on these things until I either run into a problem, or get to that part of the mapping process. I can handle about 95% of the mapping. If someone wants to help <i>make rooms</i> I'll be glad to get the help. The only thing that I'm not all that sure about is the way hint brushes work. If anyone is good at that I'll let you handle the hintbrushes (if needed) when it comes to the times of the final compiles.
Also, I'm using Merl's tools and I'm pretty sure DarkATi is too.
Okay, there's only about three small tweaks I think anyone wants to see on Nancy's vents. I wasn't advocating rebuilding the vent LAYOUT, just the brushwork and texturing and lighting.
Remove the lips so they're flush, possibly building the brush geometry in such a way that there's less noticable a 'break' in the geometry it breaks into, some say no break at all. I'm still for having SOME face on the vent, but definately flush to the wall, if not one unit recessed and slightly indented so a skittering skulk can slide in like a greased ham. I can give an example of this form of construction, if that sounded confusing? :-)
Adjust the one spot where it's very hard to drop down into the vent in one direction. Even just making a 'kink' in that drop-down vent so it's along one wall would be an improvement. Being in the dead-middle of that one large, boxy area of the vents seems counter-productive. Again, I can provide a picture example if my words weren't clear.
Adjust the one spot by Marine start where you can fall into the break in the torn-up grillwork on the ground, but not get back out, which is made a little worse by the 'torn up grating' that makes the player movement in that one tiny area a real pain. :-) I call this a vent problem as it is a vent access point.
Anyways, on to the rest of your points, though please read the last one before replying. I'm not trying to be a pain, just was offering my help where I thought it was most useful. :-)
I figured, since you and most everyone else were going at using the decompile for rebuilding things, everything would align if I started rebuilding the brush geometry for the vents, and applying textures to it, as it was a larger-scale and relatively tedious job compared to a simple rebuild of a room.
As for XP-Cagey's HL Tools, they're a further replacement to Merl's toolkit, with a <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248' target='_blank'>thread you can read</a> about a <a href='http://xp-cagey.com/articles/clip_hull/' target='_blank'>specific clipping bug</a> that his tools fix, though one can only be 'properly' fixed by giving the HLCSG tool information in the form of 'bevel' textured brushes that some brush faces cannot and should not ever affect clipping, so they can be safely ignored, allowing for fewer problems with player movement in some situations. More information about my initial request for the <span style='color:green'>bevel</span> texture can be found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248&st=95#entry325600' target='_blank'>starting here in the thread</a> if you're curious.
As for clipping off the grillwork, again, it was an offer borne more of doing the uber-tedious, repetative tasks so you didn't have to, since using the decompile would imply that everything should line up when done, or am I misunderstanding how the decompile is being used? :-)
Basically you can make the see-through grills themselves func_illusionaries, so they're not added to the clipping hull at all, and put down clip brushes on top of them, which aren't added to the visible hull at all and allow for the clipping hull to stay smother, more contigious, and therefore simplified and smaller. It's not really feasable to clip the walls and ceilings, because clip brushes break skulk wall-climb as I understand it, but for floor gratings, it can make movement visually smoother as it removes the need for client-side prediction of the grating entities, which does still occur otherwise.
But, as you said you'd rather I rebuild a room for now, I'll do that. I can do the hint-brushing later if you'd like as well though. I'm not a incredibly good mapper for actually building a map from scratch, but for repairing/rebuilding brushwork and doing final optimizations, that I can do well. :-)
Should we possibly break down the map into chunks and see who's working on what, so we don't have three people rebuilding Mother hive? =^.^=
<!--QuoteBegin--#Ha.Ze-+Aug 27 2003, 12:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (#Ha.Ze- @ Aug 27 2003, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well could you possibly simplify the vents when you remake it? Have them all running to the same place, but sometimes I think the vents themselves got a little sloppy. Sometimes they would be one block apart, two blocks, two feet, one foot, somethin...I dunno. Just...do someting about that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, keep them the same.
Alright, well we've been talking through PMs about what to build. Right now someone is building port. You could build subspace :]
I like your idea of working clip brushes with the grills. Whoever builds a hallway with a grill like that in it can do the clipbrushes for it. As for the decompile file. Just load it up, copy and paste the brushes that make subspace into a new file, and rework the brushes so that they make sense to you. Then retexture and whatnot and possibly move onto mother interface. Just check with me first.
By the way DD, are you working on any new projects? I would love to see you continue mapping for NS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Lazer+Aug 27 2003, 07:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 27 2003, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright, well we've been talking through PMs about what to build. Right now someone is building port. You could build subspace :] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Okay, I'll claim Subspace. :-)
I was waiting to hear back what was available, and I'd started (and mostly finished) rebrushing the room outside Port Engine hive with the spiral 'ramp' leading up around behind a column in it, should I just toss that out, texture it, or finish the rebrushing (pipes along ceiling, floor, ceiling itself) and send it to you to let the PortEngine guy merge it in and texture it?
Yes I am using Merl's Build of Zoner's HL Compile Tools, I have heard that Cagey's are excellent but I don't like switching compile tools, it can throw things off etc. I remember I was barely willing to try Merl's Build until a friend told me that they really were good.
To the point, I am working on Port, I was a bit thrown when I saw that Chris decompiled nancy, though actually relieved. I was running on no sleep hardly I had been busting my **** to rebuild port from scratch and had about 60% of the geometry done, not to mention I was texturing as I went along!
Well I just started working with the decompiled stuff late tonight and this is what I have so far. I spent most of my time tweaking the busted door in the back, oh man, it's geometry was in shambles as some of you mappers can imagine. It was tough but I think I have it's geometry perfect now. I'm still working on the texturing and stuff on the door.
Here ares some shots, they aren't much at all and they are VHE screens but since I have no rad file for nancy and really haven't been working on the lights, there wouldn't be any light if I cmpiled now anyway.
Tomorrow I'm busting my **** and I'm gonna complete this thing. Feel free to slap me with a trout if I don't have it done my tomorrow night.
There's a new version of VHE currently in beta that has a few new features. Read about it or download the EXE <a href='http://collective.valve-erc.com/index.php?go=hammer_beta' target='_blank'>here</a>.
<!--QuoteBegin--Belgarion+Aug 28 2003, 03:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Aug 28 2003, 03:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how did you manage to get the hive to show up in VHE? i've never seen that before...
Belg <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yeah the beta version 3.5 ROCKS! in my opinion anyway, it shows hives, func_resources and player_starts too, very nice. All Mappers that don't use QuArK should pick it up. Definetly. Back to texturing for me! ^_^
Comments
I hope this will get into the next build of ns! (after 2.1)
Just to make it a little easier for would-be helpers who can't make head from tail of the decomplie... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Note: The minimap is slightly streched.. so don't try to match it exactly. For example, we all know the colum/pillar in Subspace is almost a perfect circle, not an oval.
Oh, and a request to the team... PLEASE try to make the vent system(s) as accurate as possible... It was a real -female dog- to figure them out the first time.. I'm sure I'm not alone in saying that I would hate to have to learn them over again...
Despite the albeit pitiful amount of help I've pledged, I may not be able to deliver the work I said I would. Far too much schoolwork all at once, I may have to put my efforts on hold for a bit.
But if and when I can find some spare time, then I will try my darndest to get something done.
He called it Mother! That's a good sign.
Oh, and re: getting the names on the minimap sprite - you'll need a sprite viewer, a sprite compiler, and a paint program. You can get the first two from my collection of modelling links at <a href='http://members.aol.com/handhyle/101index.html' target='_blank'>http://members.aol.com/handhyle/101index.html</a>
DevilDog wouldn't have told us that it was originally "mother" unless he wanted us to change it. Or at least that's what I think.
~ DarkATi
The map is being re-made, if the author wants to call it mother, it will be called mother...live with it.
-dd <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If DevilDog wants it to be called mother, it is. Just because it got messed up and gained the nickname "Noname" doesn't mean it should now be called that.
I believe I'll go with parasite's reply. Live with it, Asraniel. When you're playing it with your friends you can call it noname, even though it shall read "Mother" on the Alien HUD. ^_^
~ DarkATi
I think he means what almost every player says about Nancys vents. They blow for getting into and out of because of those lips on most of them.
That, and the 'drop down in the MIDDLE of the vent' needs to be changed to a drop-down against one wall, preferably at a corner, so you can rush into it, that one part is almost impossible to get through going down. =-.-=
If you wouldn't mind, Lazer, I'd like to take a stab at rebuilding the vent geometry, and doing a clip-and-null-pass over the map when it's time? I'll keep the exact same connectivity for the vents, but I'd like to give a try and see if people think my version is an improvement or not. :-)
Also, I assume everyone'll be using XP-Cagey's HL Tools with the fully bug-fixed compile, so the <span style='color:green'>bevel</span> meta-texture is available to help deal with clipping issues? If so, that might actually free up some allocblock space, and we can clip off all the irremovable floor gratings so they'll be more friendly for walking over.
I think he means what almost every player says about Nancys vents. They blow for getting into and out of because of those lips on most of them.
That, and the 'drop down in the MIDDLE of the vent' needs to be changed to a drop-down against one wall, preferably at a corner, so you can rush into it, that one part is almost impossible to get through going down. =-.-=
If you wouldn't mind, Lazer, I'd like to take a stab at rebuilding the vent geometry, and doing a clip-and-null-pass over the map when it's time? I'll keep the exact same connectivity for the vents, but I'd like to give a try and see if people think my version is an improvement or not. :-)
Also, I assume everyone'll be using XP-Cagey's HL Tools with the fully bug-fixed compile, so the <span style='color:green'>bevel</span> meta-texture is available to help deal with clipping issues? If so, that might actually free up some allocblock space, and we can clip off all the irremovable floor gratings so they'll be more friendly for walking over. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You have managed to confuse me. You're saying you want to take over at the end and remake the vent system? Then go back and do all the touchups? Don't worry about the vent system, I'm perfectly capable of doing it, and I agree with most people when they say if it is changed it should just barely be changed. There are a good number of people who have taken the time to learn the vent system, and I really feel there is no need to change it.
Also, what I'm not sure about:
- bevel meta-texture?
- clip-and-null-pass? (If you are talking about putting null textures on unseen parts of entities/brushes, I've already been doing that.)
- clip off irremovavle floor gratings?
But really, I'm not looking for help on these things until I either run into a problem, or get to that part of the mapping process. I can handle about 95% of the mapping. If someone wants to help <i>make rooms</i> I'll be glad to get the help. The only thing that I'm not all that sure about is the way hint brushes work. If anyone is good at that I'll let you handle the hintbrushes (if needed) when it comes to the times of the final compiles.
Also, I'm using Merl's tools and I'm pretty sure DarkATi is too.
Remove the lips so they're flush, possibly building the brush geometry in such a way that there's less noticable a 'break' in the geometry it breaks into, some say no break at all. I'm still for having SOME face on the vent, but definately flush to the wall, if not one unit recessed and slightly indented so a skittering skulk can slide in like a greased ham. I can give an example of this form of construction, if that sounded confusing? :-)
Adjust the one spot where it's very hard to drop down into the vent in one direction. Even just making a 'kink' in that drop-down vent so it's along one wall would be an improvement. Being in the dead-middle of that one large, boxy area of the vents seems counter-productive. Again, I can provide a picture example if my words weren't clear.
Adjust the one spot by Marine start where you can fall into the break in the torn-up grillwork on the ground, but not get back out, which is made a little worse by the 'torn up grating' that makes the player movement in that one tiny area a real pain. :-) I call this a vent problem as it is a vent access point.
Anyways, on to the rest of your points, though please read the last one before replying. I'm not trying to be a pain, just was offering my help where I thought it was most useful. :-)
I figured, since you and most everyone else were going at using the decompile for rebuilding things, everything would align if I started rebuilding the brush geometry for the vents, and applying textures to it, as it was a larger-scale and relatively tedious job compared to a simple rebuild of a room.
As for XP-Cagey's HL Tools, they're a further replacement to Merl's toolkit, with a <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248' target='_blank'>thread you can read</a> about a <a href='http://xp-cagey.com/articles/clip_hull/' target='_blank'>specific clipping bug</a> that his tools fix, though one can only be 'properly' fixed by giving the HLCSG tool information in the form of 'bevel' textured brushes that some brush faces cannot and should not ever affect clipping, so they can be safely ignored, allowing for fewer problems with player movement in some situations. More information about my initial request for the <span style='color:green'>bevel</span> texture can be found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248&st=95#entry325600' target='_blank'>starting here in the thread</a> if you're curious.
As for clipping off the grillwork, again, it was an offer borne more of doing the uber-tedious, repetative tasks so you didn't have to, since using the decompile would imply that everything should line up when done, or am I misunderstanding how the decompile is being used? :-)
Basically you can make the see-through grills themselves func_illusionaries, so they're not added to the clipping hull at all, and put down clip brushes on top of them, which aren't added to the visible hull at all and allow for the clipping hull to stay smother, more contigious, and therefore simplified and smaller. It's not really feasable to clip the walls and ceilings, because clip brushes break skulk wall-climb as I understand it, but for floor gratings, it can make movement visually smoother as it removes the need for client-side prediction of the grating entities, which does still occur otherwise.
But, as you said you'd rather I rebuild a room for now, I'll do that. I can do the hint-brushing later if you'd like as well though. I'm not a incredibly good mapper for actually building a map from scratch, but for repairing/rebuilding brushwork and doing final optimizations, that I can do well. :-)
Should we possibly break down the map into chunks and see who's working on what, so we don't have three people rebuilding Mother hive? =^.^=
No, keep them the same.
I like your idea of working clip brushes with the grills. Whoever builds a hallway with a grill like that in it can do the clipbrushes for it. As for the decompile file. Just load it up, copy and paste the brushes that make subspace into a new file, and rework the brushes so that they make sense to you. Then retexture and whatnot and possibly move onto mother interface. Just check with me first.
Okay, I'll claim Subspace. :-)
I was waiting to hear back what was available, and I'd started (and mostly finished) rebrushing the room outside Port Engine hive with the spiral 'ramp' leading up around behind a column in it, should I just toss that out, texture it, or finish the rebrushing (pipes along ceiling, floor, ceiling itself) and send it to you to let the PortEngine guy merge it in and texture it?
To the point, I am working on Port, I was a bit thrown when I saw that Chris decompiled nancy, though actually relieved. I was running on no sleep hardly I had been busting my **** to rebuild port from scratch and had about 60% of the geometry done, not to mention I was texturing as I went along!
Well I just started working with the decompiled stuff late tonight and this is what I have so far. I spent most of my time tweaking the busted door in the back, oh man, it's geometry was in shambles as some of you mappers can imagine. It was tough but I think I have it's geometry perfect now. I'm still working on the texturing and stuff on the door.
Here ares some shots, they aren't much at all and they are VHE screens but since I have no rad file for nancy and really haven't been working on the lights, there wouldn't be any light if I cmpiled now anyway.
Tomorrow I'm busting my **** and I'm gonna complete this thing. Feel free to slap me with a trout if I don't have it done my tomorrow night.
Thanks,
~ DarkATi
Good luck.
Belg
Moving right along...
Belg <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah the beta version 3.5 ROCKS! in my opinion anyway, it shows hives, func_resources and player_starts too, very nice. All Mappers that don't use QuArK should pick it up. Definetly. Back to texturing for me! ^_^
~ DarkATi