As far as i can see, MS is on the left, about 3/4ths of the way up (above the blue square room). Frankly he might have only planned for the one route into the bottom right hive. So really, that could be the finished map, or it might require one or two more hallways like you suggested; but im pretty sure that the blue circle, and the really big red circle, aren't meant to have map in them at all.
(find the hive areas by looking for all the infestation)
I know the feeling. I just force my friends to play it first at our lan games, get feedback and get back to work. =] Granted, I haven't done a full classic map yet, but oh well.
It looks like that could work. Someone gonna rip(ent) this guy up, drop the halls, and let us play?
And yeah, vents need to be added (oh good gravy.... curse you fine tuned vents.....)
<!--quoteo(post=1640114:date=Jul 22 2007, 03:40 AM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Jul 22 2007, 03:40 AM) [snapback]1640114[/snapback]</div><div class='quotemain'><!--quotec--> As far as i can see, MS is on the left, about 3/4ths of the way up (above the blue square room). Frankly he might have only planned for the one route into the bottom right hive. So really, that could be the finished map, or it might require one or two more hallways like you suggested; but im pretty sure that the blue circle, and the really big red circle, aren't meant to have map in them at all.
(find the hive areas by looking for all the infestation) <!--QuoteEnd--></div><!--QuoteEEnd-->
We all have known DarkATi, he isn't some half-arsed mapper. He wouldn't leave just one linear and dark route down the right hand side of the map nor leave one unbalanced entrance in to a hive.
Less pressure on trying to get it released and more support and encouragement for progess when he's back from camp <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
We do good ones <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> and this ... well whe know the answer <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> keep it up. I started agen after 6 moth and see this thopic and i was wondering isn't id done yet <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I am compiling a build with FULL Vis and Extra RAD tonight. Just for fun. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I have about three leaf saw into leaf errors, did anyone ever figure out exactly what these are or how to fix them?
Also when I loaded up an earlier build with FAST Vis and Sparse Rad it didn't seem like the env_gamma was working. Everything looked "normal" no ramped gamma.... <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> Maybe it's my PC... I have a new one now that I've never mapped on... come to think of it... do any maps I play have the right gamma?? I don't know... I have to run D3D instead of OpenGL on my laptop or else I can't even play NS, it bogs down so much. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--fonto:Verdana--><span style="font-family:Verdana"><!--/fonto-->Good luck with the map ol' boy, it's definitely been a while.
And I'm basically in the same boat as you when it comes to my mapping being rusty. When NS2 comes out I'll be screwed if I want to enter the customization business again... <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Leaf saw into leaf, if my memory serves me, usually means you have a brush-based entity that is too complex. The large crane arm in Slug Room in ns_Nexus was giving me this error when it was all one entity, so i broke it into smaller entities and got rid of it. Again, if i remember correctly.
The gamma ramp, sounds like you're running Vista? Vista doesn't support the gamma ramp, so you gotta turn it off and max regular gamma. NS won't be quite as pretty, but you won't notice after a bit. I recently played NS on my laptop (xp), and noticed the slightly more vivid colors.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited February 2009
Brushbased Entities don't affect leafs, but I'm sure you know that and just mixed up something. Your are right that it's about too complex shapes though.
There are usually 2 ways how the error happens:
1) One or multiple rather complex brushes (with inclined faces) intersect with eachother and create new edges/cuts, whose vertices don't lie exactly on the grid. The leafs generated around these shapes are forced exactly on the grid, which means some faces or invisible portals between the leafs using those vertices don't fit to the leafs shape and "see" (so to say) into another leaf they don't belong to.
The obvious solution here is to either simplify those brushes around the coordinates presented with this error or try to adjust the inclined faces and make the intersection cuts yourself, so that you see that they are valid and on the grid.
2) This one is a little trickier: "hlbsp -maxnodesize 1024" (default) makes cuts through the whole map every 1024 units. Those cuts are sometimes very unfortunately placed and thus cut through complex-shaped brushes with inclined faces causing new vertices and edges not fitting on the grid.
I usually increase it to -maxnodesize 4096, which increases hlbsp compiletime, but also reduces the amount of those cuts by a lot (it also reduces clipnodes slightly, if you have long, straight walls somewhere). You just have to make sure to use a complex brushwork and hintbrushes to control your vising or they might be leafs as big as 4096 units, which is usually horrible for proper r_speeds.
In general it sometimes helps to place a hintbrush at the area with the error. It basicly stops the crazy formed leafs, caused by the complex brushwork, to "spread" over the room or corridor and in order to do more harm. It might not remove the error, but most of its visible sideeffects.
The error sometimes only slightly affects vising and can be ignored. If you are in bad luck, faces disappear around the error from certain points of views.
Dude, I just read (almost all of) this thread... You should just finish it, regardless. Even if it's just so you can say you can get big projects done...
If all else fails, try, making a backup copy first and completely removing the problem area where that shadow comes from and... literally select that area and hit delete/backspace(I haven't mapped in soooooo long, I forget what remove brush is now <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> )... its a little drastic, but if you go back to your backup file each time and shrink the amount of stuff you remove from the map, then eventually you will find the problem.
Or you could just wait until NS2 and hope that there is some way of getting that map into the NS2 map editor <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Personally, I would go for the cut and burn option and finish the thing, or hand it over to someone else to make sure that they have the same problems and it isn't just you. There is no point in being precious about something, when that stops you from finishing a project. Especially when getting someone else to work on it for a day could solve a whole host of issues you have had.
Hope you get it done… or we see something for NS2… <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2009
<!--quoteo(post=1702061:date=Mar 6 2009, 01:09 AM:name=DarkATi)--><div class='quotetop'>QUOTE(DarkATi @ Mar 6 2009, 01:09 AM) <a href="index.php?act=findpost&pid=1702061"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd--> Looks pretty cool, but why no forcefield to keep in the air?
<!--quoteo(post=1702062:date=Mar 5 2009, 08:25 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Mar 5 2009, 08:25 PM) <a href="index.php?act=findpost&pid=1702062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks pretty cool, but why no forcefield to keep in the air?<!--QuoteEnd--></div><!--QuoteEEnd-->
There actually is a forcefield, you just can't see it very well from any of those angles. I'm doing a quick recompile to fix an issue with the doors right now. Once that's done I can post a picture that better demonstrates what the forcefield looks like. All those pictures are taken with NOCLIP on, flying around the area. In normal play you wont be able to go where those pictures show, so the forcefield doesn't show up at all from that side because I used the NULL texture on that side.
Also, I'll have a few new areas for you all in a bit but most of my time has been spent getting the map playable. Adding vents / connecting areas and tweaking lots of little things! I really want to get a beta out soon. Does anyone know of any servers that would be willing to host ns_vargus_b1?
Yay for activity in the mapping forum! Also i'm glad you're willing to finish the map, or at least a beta.
Area looks good, it's very.. red though, maybe some bright white light_spots "licking" the walls would add some contrast/color variation and spice it up?
<-- Waiting for more pics. And maybe an overview/layout of the map?
You don't need to make the map "perfect for the first beta" so just get the first beta done <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Our Server will surely host it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1702083:date=Mar 6 2009, 08:58 AM:name=Droggog)--><div class='quotetop'>QUOTE(Droggog @ Mar 6 2009, 08:58 AM) <a href="index.php?act=findpost&pid=1702083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Area looks good, it's very.. red though, maybe some bright white light_spots "licking" the walls would add some contrast/color variation and spice it up?<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah indeed, you would at least expect some blue/purple-ish light aura in there judging from the sky texture used. Don't go overboard and make it look like Nancy's rave room though <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
This area will connect the "Station Monitoring" hive to "Medlabs East" which in turn connects it to the "Hatching Hive".
If none of that made any sense.... it's an important area for gameflow. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2009
Hmm, custom crates... Green even... Wait a minute! That isn't Kaahra Cargo, right? What have you done DarkATi, this will be the end of us all. This disguised bacteria container is just going to be unstopable! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
On another note, I like what I see here, but also would love to see a more gradual change between the infestation texture and none-infested areas. At the moment you have infested walls for example, with an uninfested floor right next to it. And keep an eye on the length of this hallway, it seems a tad bit long without cover. You sure those crates are gonnah be enough to allow the aliens to defend against/attack marines here?
Also what Seker said! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited March 2009
I agree, it looks good, but some parts need some variation in lighting or brushwork.
What hlrad settings do you use to achieve that contrast between texlightspots and general non-directlit faces? ..or is it just a high env_gamma?
I'm using -bounce 1 -fade 2 atm, but without additional light_spots it's difficult to create that kind of contrast without making the whole map too bright, at least if you use an env_gamma value of 1.7 or lower. Is it a low -gamma parameter maybe?
EDIT: Nevermind! I've just checked with a appropriate gamma you are supposed to play at and not the higher one I'm using (yeah, yeah, spare me <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) and it looks the way your map does <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
You can also use the direct light multiplier, cant remember the name. From what I recall, it is actually defaulted to 2x, which is silly. But it's a fun tweak to play with.
P.S. Right now I have a few clipping issues to work out and a small section to complete. (Lighting and details.) Otherwise it's ready for beta-testing!
Do you want it to be open beta or closed beta ? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
You might want some closed-beta testing before public. A few of us mappings could comb over the map and see if we can find exploits, bugs, etc. You don't want to fall into the habit of releasing a new version every week because another game-ruining bug was discovered...
<!--quoteo(post=1702643:date=Mar 13 2009, 06:50 PM:name=Seker)--><div class='quotetop'>QUOTE(Seker @ Mar 13 2009, 06:50 PM) <a href="index.php?act=findpost&pid=1702643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you want it to be open beta or closed beta ? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
ps where do you live ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say closed beta for b1. b2 Can be open to the public.
I would like to test it with you <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Though highping-alert <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> (german here :S)
Will there be any seecret room in the ready room ? you must have it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1702710:date=Mar 14 2009, 11:07 PM:name=Skyforger2)--><div class='quotetop'>QUOTE(Skyforger2 @ Mar 14 2009, 11:07 PM) <a href="index.php?act=findpost&pid=1702710"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will there be any seecret room in the ready room ? you must have it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Not for b1 at least. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
But yeah I think I'd like to add a secret room later...
Comments
(find the hive areas by looking for all the infestation)
j/k.
I know the feeling. I just force my friends to play it first at our lan games, get feedback and get back to work. =] Granted, I haven't done a full classic map yet, but oh well.
It looks like that could work. Someone gonna rip(ent) this guy up, drop the halls, and let us play?
And yeah, vents need to be added (oh good gravy.... curse you fine tuned vents.....)
As far as i can see, MS is on the left, about 3/4ths of the way up (above the blue square room). Frankly he might have only planned for the one route into the bottom right hive. So really, that could be the finished map, or it might require one or two more hallways like you suggested; but im pretty sure that the blue circle, and the really big red circle, aren't meant to have map in them at all.
(find the hive areas by looking for all the infestation)
<!--QuoteEnd--></div><!--QuoteEEnd-->
We all have known DarkATi, he isn't some half-arsed mapper. He wouldn't leave just one linear and dark route down the right hand side of the map nor leave one unbalanced entrance in to a hive.
Less pressure on trying to get it released and more support and encouragement for progess when he's back from camp <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Right now I'm just trying to learn the basics of mapping all over again. It's been so long since I made anything for NS.
Watch the thread for progress, hopefully I can release it before as a beta before long. Assuming anyone plays custom maps anymore... :-P
Cheers,
Cody
Cheers,
Cody<!--QuoteEnd--></div><!--QuoteEEnd-->
We do good ones <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> and this ... well whe know the answer <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> keep it up. I started agen after 6 moth and see this thopic and i was wondering isn't id done yet <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I am compiling a build with FULL Vis and Extra RAD tonight. Just for fun. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I have about three leaf saw into leaf errors, did anyone ever figure out exactly what these are or how to fix them?
Also when I loaded up an earlier build with FAST Vis and Sparse Rad it didn't seem like the env_gamma was working. Everything looked "normal" no ramped gamma.... <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> Maybe it's my PC... I have a new one now that I've never mapped on... come to think of it... do any maps I play have the right gamma?? I don't know... I have to run D3D instead of OpenGL on my laptop or else I can't even play NS, it bogs down so much. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Any ideas?
Cheers,
Cody
And I'm basically in the same boat as you when it comes to my mapping being rusty. When NS2 comes out I'll be screwed if I want to enter the customization business again... <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
woo woo ns vargus
<!--fontc--></span><!--/fontc-->
Leaf saw into leaf, if my memory serves me, usually means you have a brush-based entity that is too complex. The large crane arm in Slug Room in ns_Nexus was giving me this error when it was all one entity, so i broke it into smaller entities and got rid of it. Again, if i remember correctly.
The gamma ramp, sounds like you're running Vista? Vista doesn't support the gamma ramp, so you gotta turn it off and max regular gamma. NS won't be quite as pretty, but you won't notice after a bit. I recently played NS on my laptop (xp), and noticed the slightly more vivid colors.
Your are right that it's about too complex shapes though.
There are usually 2 ways how the error happens:
1) One or multiple rather complex brushes (with inclined faces) intersect with eachother and create new edges/cuts, whose vertices don't lie exactly on the grid. The leafs generated around these shapes are forced exactly on the grid, which means some faces or invisible portals between the leafs using those vertices don't fit to the leafs shape and "see" (so to say) into another leaf they don't belong to.
The obvious solution here is to either simplify those brushes around the coordinates presented with this error or try to adjust the inclined faces and make the intersection cuts yourself, so that you see that they are valid and on the grid.
2) This one is a little trickier: "hlbsp -maxnodesize 1024" (default) makes cuts through the whole map every 1024 units. Those cuts are sometimes very unfortunately placed and thus cut through complex-shaped brushes with inclined faces causing new vertices and edges not fitting on the grid.
I usually increase it to -maxnodesize 4096, which increases hlbsp compiletime, but also reduces the amount of those cuts by a lot (it also reduces clipnodes slightly, if you have long, straight walls somewhere). You just have to make sure to use a complex brushwork and hintbrushes to control your vising or they might be leafs as big as 4096 units, which is usually horrible for proper r_speeds.
In general it sometimes helps to place a hintbrush at the area with the error.
It basicly stops the crazy formed leafs, caused by the complex brushwork, to "spread" over the room or corridor and in order to do more harm. It might not remove the error, but most of its visible sideeffects.
The error sometimes only slightly affects vising and can be ignored.
If you are in bad luck, faces disappear around the error from certain points of views.
If all else fails, try, making a backup copy first and completely removing the problem area where that shadow comes from and... literally select that area and hit delete/backspace(I haven't mapped in soooooo long, I forget what remove brush is now <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> )... its a little drastic, but if you go back to your backup file each time and shrink the amount of stuff you remove from the map, then eventually you will find the problem.
Or you could just wait until NS2 and hope that there is some way of getting that map into the NS2 map editor <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Personally, I would go for the cut and burn option and finish the thing, or hand it over to someone else to make sure that they have the same problems and it isn't just you. There is no point in being precious about something, when that stops you from finishing a project. Especially when getting someone else to work on it for a day could solve a whole host of issues you have had.
Hope you get it done… or we see something for NS2… <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/catwalk.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/faraway.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hanginglights.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/walkway.jpg" border="0" class="linked-image" />
Thoughts?
Cheers,
Cody
Looks pretty cool, but why no forcefield to keep in the air?
There actually is a forcefield, you just can't see it very well from any of those angles. I'm doing a quick recompile to fix an issue with the doors right now. Once that's done I can post a picture that better demonstrates what the forcefield looks like. All those pictures are taken with NOCLIP on, flying around the area. In normal play you wont be able to go where those pictures show, so the forcefield doesn't show up at all from that side because I used the NULL texture on that side.
Also, I'll have a few new areas for you all in a bit but most of my time has been spent getting the map playable. Adding vents / connecting areas and tweaking lots of little things! I really want to get a beta out soon. Does anyone know of any servers that would be willing to host ns_vargus_b1?
Cheers,
Cody
Area looks good, it's very.. red though, maybe some bright white light_spots "licking" the walls would add some contrast/color variation and spice it up?
<-- Waiting for more pics. And maybe an overview/layout of the map?
Our Server will surely host it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Yeah indeed, you would at least expect some blue/purple-ish light aura in there judging from the sky texture used. Don't go overboard and make it look like Nancy's rave room though <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
EDIT: Nice work btw!
This area will connect the "Station Monitoring" hive to "Medlabs East" which in turn connects it to the "Hatching Hive".
If none of that made any sense.... it's an important area for gameflow. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/transit1.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/transit2.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/transit3.jpg" border="0" class="linked-image" />
Cheers,
Cody
On another note, I like what I see here, but also would love to see a more gradual change between the infestation texture and none-infested areas. At the moment you have infested walls for example, with an uninfested floor right next to it. And keep an eye on the length of this hallway, it seems a tad bit long without cover. You sure those crates are gonnah be enough to allow the aliens to defend against/attack marines here?
Also what Seker said! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
What hlrad settings do you use to achieve that contrast between texlightspots and general non-directlit faces? ..or is it just a high env_gamma?
I'm using -bounce 1 -fade 2 atm, but without additional light_spots it's difficult to create that kind of contrast without making the whole map too bright, at least if you use an env_gamma value of 1.7 or lower.
Is it a low -gamma parameter maybe?
EDIT: Nevermind! I've just checked with a appropriate gamma you are supposed to play at and not the higher one I'm using (yeah, yeah, spare me <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) and it looks the way your map does <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/readyroom4.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/readyroom3.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/readyroom1.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/readyroom2.jpg" border="0" class="linked-image" />
Cheers,
Cody
P.S. Right now I have a few clipping issues to work out and a small section to complete. (Lighting and details.) Otherwise it's ready for beta-testing!
ps where do you live ?
ps where do you live ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say closed beta for b1. b2 Can be open to the public.
I live near Dallas, TX.
Cheers,
Cody
Though highping-alert <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> (german here :S)
Not for b1 at least. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
But yeah I think I'd like to add a secret room later...
Cheers,
Cody