Ns_atomicmass
ChromeAngel
Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Need some help</div>3 Picture, first 2 are of the new hive room, 3rd is an oddity.
1. Mmmm... crateness
1. Mmmm... crateness
Comments
I don't think the problem here is darkness, so much as lack of contrast. You've got next to no variation in the saturation or coloration of your lighting; try to mix it up a bit. I think you'll get a lot more life out of these areas if you can do that.
Also, the hive looks rather square and uninfested... have you considered replacing or overgrowing the crates with infestation? Try to avoid making the floor-infestation completely square, too.
Really though, I think UnCritical has the right mindset there. Whatever it is, it's obviously not a common occurrence. If deleting and rebuilding the brush doesn't help, try manually rebuilding the entire hallway in a seperate map file.
<!--EDIT|ken20banks|Aug. 31 2002,13:31-->
I've raised the ceiling that hive room and introduced some colored lighting. Some of the crates are partialy infested, I plan to add some more gunk though.
1. The cargo hive, from commander view (Note: You can see the whole layout in the minimap.)
2. That wash of red light over the stairway is BEAUTIFUL
1. It's not reflective, it's transparent. However reflections can be bodged by making a texture of the view you want reflected and applying it to a func_illusionary just under the waters surface (or something like that).
2. It flashes, I'm not totally happy with it at the momment...
The 3d window may show the fuzzy face so check it. The brush order may have changed so the compile would make the problem appear fixed when it still exists.
Yes.. that will be neat to see ingame / in a PT. One would think a low hive like that gives the aliens a disadvantage when gaurding it. All a TSA Marine has to do is land some gernades at the base then bang - one less hive.