More cfac389 screens

Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
<div class="IPBDescription">Yamazaki, i lub j00 ^-^</div>here are some pics of one of the outdoor parts of cfac, i seem to remember someone saying i should be able to see another glass corridor from the one i posted here a while ago, so i took the suggestion to heart, and i am thinking that i will make the glass breakable so that it is possible to move between the two hallways, but i have yet to figure out where the hallways will go, the map itslef is starting to deviate very noticeably from the plan i had, but i like where it's going so far <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    fyi, thanks to yamazaki for the rolling fog texture <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    also, a new pic of the commander's console:
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    ok... that was wierd, i couldn't connect to the forums for a little while there... anyways, here's the last pic:
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Its nice - could do with more..like...curves - you know? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    I think its very classy - bit open for my tastes but lots of people like that.
    Do you have the fog texture on the ground aswell ? I cant tell. I suppose its clear in game though?
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    Heh, everyone is using glass corridors these days <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    My map has one too.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    looks alright.  lighting looks unfinalized.  there is not enough contrast between light and dark areas.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    That outdoors area would be totally awesome for a piece near the marine start. If you can manage with the framerate, I think some nice rain would fit that area perfectly. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I would not suggest lighting your whole map like this, but for something near the marine start, I bet it would be really great.

    Nice job!
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    yeah, the lighting is never final with my maps until the final release (which i have yet to actually do <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> ) and it is all within a 15 second run from the marine start, i am sorta working my way outwards in concentric circles from the marine start, so it'll be a little while before i get far enough to start thinking about exactly where i'll have the hives and dark areas, etc etc...
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    To make the glass corridor look even better, add a frame where the glass meets the metal. Pull the normal metal brush back a bit, and use one of the standard HL trims where the glass meets (just search for trim in the browser, there's a gray metal one that'd be perfect next to that metal strut). That way the glass looks like it's sitting inside something, rather than oddly wedged in between the struts.

    Also the func_illusion for your spotlight outdoors is showing a bright edge at the bottom where it meets the ground. Shrink the func_illusion brush up 1 unit to hide that unsightly wrap-around seam <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    an easy way to contrast more is don't use the light_enviroment...in HL i've never seen night/space locations using it,just go with human lightining sources.

    And check the alignment of the fade brushes,at the bottom i can see the yellow of the top of the texture...and is not necessary that this brushes arrives down to the ground,u can make cool effect just with the half of the height(never seen Poke646?)
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