Co_nova
Tequila
Join Date: 2003-08-13 Member: 19660Members
<div class="IPBDescription">Formally ns_nova</div> I'd decided to cut down ns_nova down to a combat map due to a wide variety of technical, social and gameplay reasons <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Here's the layout for you to analyse, and a few early pics of some of the new areas <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I really do spoil you guys... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Now, request for help: when I get round to doing the new marine start, Ten-Forward, it will be a hollowed out asteroid, so I need all the tutorials and tips you can give me on creating advanced geometry, namely rockery, using vertex and clipping tools.
Oh and props to my associate Leon_kilean for his rocking custom textures, expect them and just a little slice of ns2.wad in the final beauty <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I really do spoil you guys... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Now, request for help: when I get round to doing the new marine start, Ten-Forward, it will be a hollowed out asteroid, so I need all the tutorials and tips you can give me on creating advanced geometry, namely rockery, using vertex and clipping tools.
Oh and props to my associate Leon_kilean for his rocking custom textures, expect them and just a little slice of ns2.wad in the final beauty <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
Dunno if its kinda big for combat, but don't mind me
Dunno if its kinda big for combat, but don't mind me <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I work round the limitations, baby <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And still no help on this: "Now, request for help: when I get round to doing the new marine start, Ten-Forward, it will be a hollowed out asteroid, so I need all the tutorials and tips you can give me on creating advanced geometry, namely rockery, using vertex and clipping tools. "
?
Although the technique for doing reflective floors is clever, this one does look a little too much like a hole. Overlaying (or underlaying) a tailor-made liquidy texture in additive mode will make it look better.
You didn't read much what he have written, did you? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
You didn't read much what he have written, did you? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hehe, no matter.
Maus: there's a liquidy overlay there already, it's hard to see with .jpg compression and I'm really gonna make it more opaque to reduce the 'ol hole effect.
Thanks for the comments so far <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
EDIT: Also, any comments on the actual layout? And tips for creating lovely rock architecture wouldn't go amiss, si vous plait <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But honestly, this 'water' on the floor will never look like water as long as the floor isn't visible. Until the it *will* look like quicksilver.
Rocks? I use QuArK's 3D view and use the clipping tool in 3D to have cuts in odd angles. The carving tools mostly do more bad than good. You end up with hundrets of polyhedrons and dozens of little faces. In some areas where r_speeds are high a FLAT rock texture showing through/replacing parts of the wall will almost look as good as cave with far more rock faces. That's all I know.
<!--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-->from an old ns compile thus the now defunct res node <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Read more carefully next time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Edit: Okay, I guess it got deleted at some point. Forgot to mention terrain generators, like GenSurf and TerraGen. They'll make a .map file based on the settings you give them.
Not when you're standing at the end of a giant vent it doesn't.
Only thing I can recommend... is avoid Hammer for that like the plague. =-.-= It's vertex-manipulation and carving tools are horrible spawns of Satan himself. :-P
They're one of the core reasons I use GtkRadiant, I can vertex-manipulate and carve all day long, and it automatically splits up and merges the brush-faces when the vertices go non-planar and re-planar on me, instead of silently causing errors in the compile. =^.^=
I like where you are trying to go with the reflection! I'm not sure what your overlay texture looks like. I'm hoping it has some hint of the tile texture within it, even if somewhat distorted by the liquid, it would be somewhat necessary to maintain a hint of the underlying surface for the reflection to be believable.
From the pic the lighting in the mirrored shower (hey, where's the soap?) doesn't seem to match the lighting above, it seems quite a bit brighter
otherwise, gj and keep up the exploration of ideas!
A little late... but yeah, GtkRadiant works quite well with HL now, but some maps that you import from Hammer will have their texture-alignments screwed up quite badly if they weren't at a rotation of '0' before. Most often, the sign will be reversed. I.E. -45 will become 45, and vice-versa. Other than that, it works as good for HL as for Q3A or similair. =^.^=