Ns_metalurgy

145791016

Comments

  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    work on your map and when u finally have a compiled screen or something nice to show come back. tnx sir
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Nice vertex manipulation, but it just doesn't look like that support pilar was a part of the rest of the room. Try finding some neat textures (maybe some trim texture?) and texture the front side face with different texture than the side faces.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    Ermm.. interesting.. this just sparked my inspiration!!
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-carioca+Oct 13 2004, 04:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Oct 13 2004, 04:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> now the door way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NOW we are talking about mapping <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    add lights, change some textures and compile. then show us what you have got. then you will get your cookies <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    this, gentlemen, is progress at its best. only that he has to lern to post ingame shots only.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Minotaur0+Oct 14 2004, 03:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minotaur0 @ Oct 14 2004, 03:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> work on your map and when u finally have a compiled screen or something nice to show come back. tnx sir <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <img src='http://www.prisonwall.org/postcard/pictures/truth.jpg' border='0' alt='user posted image' />
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Good God man! Holy r_speeds Batman!

    If you can get the r_speeds to be lower than 1000 - you will be my new hero
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Carioca, search the mapping FAQ for r_speeds and learn why having that many Visible brushes is NOT good for NS or any multiplayer HL maps.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Stop getting excited with vertex manipulation and learn how to map.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    now im liking to make vertex conections <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    <!--QuoteBegin-perso+Oct 14 2004, 03:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (perso @ Oct 14 2004, 03:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice vertex manipulation, but it just doesn't look like that support pilar was a part of the rest of the room. Try finding some neat textures (maybe some trim texture?) and texture the front side face with different texture than the side faces. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    err this way?
    aa.JPG 91.2K
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> now the new corner wall.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin--[Kobayashi]-+Oct 14 2004, 10:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Oct 14 2004, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Carioca, search the mapping FAQ for r_speeds and learn why having that many Visible brushes is NOT good for NS or any multiplayer HL maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Do what that guy said
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    yeah it's progress.. yeah you're going through the motions of learning how to map

    I can understand being proud of your work, but it's not enough progress to be showing off every angle of brush work in a single room where you are still learning after all this time.

    Don't concentrate on any one part of the room(like the ceiling you have). Try and make the whole room work as one.

    You're still using the "build a box and fill it up" mentality. Make the floors feed in to the walls, and then have those walls feed up to the ceiling making the architecture compliment each other the best you see fit. That there is an art to itself.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    finaly i will start the floor i cant wait to start to filly the room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    aa.JPG 52.7K
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-carioca+Oct 14 2004, 01:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Oct 14 2004, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> finaly i will start the floor i cant wait to start to filly the room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I can't wait to see the r_speeds <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    <!--QuoteBegin--[Kobayashi+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-,Oct 14 2004, 01:58 PM] I can't wait to see the r_speeds <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> i hope less than 1 thousand. huaahah
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-carioca+Oct 11 2004, 09:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Oct 11 2004, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kester+Oct 10 2004, 05:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Oct 10 2004, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love the extreme variation in height you've got... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    the tall of the hall ways are 3 x 64 and the rooms are 5 x 64 and the hive are 6 x 64 halflife units this is a enough tall rooms. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We have baked potatos. We have steamed potatos. We have raw potatos. That is enough variation for anyone!
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    conecting with the rest of the map...
    aa.JPG 24.4K
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited October 2004
    and btw carioca, spend some time to lern how to align textures. some parts look terrible. and you even can align one texture over several faces. another thing would be tiling, the lights placed at the bars look crappy.
    at least read some tutorials and dont show this "vhe textured/vhe wireframe/another nr.2 textured/angle nr.2 wireframe/angle nr.3 textured/angle nr.3 wireframe" pictures anymore because noone really cares about that. there is nothing interesting about it.

    <span style='font-size:14pt;line-height:100%'>COMPILE WHAT YOU HAVE GOT AND <u>THEN</u> MAKE YOUR SCREENSHOTS!</span>
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    To be brutly honest, i think this room is a complete and utter mess and needs to be deleted.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited October 2004
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    CON-structive posts please. carioca made a proof of his will to do this. so either you support it or you just leave him alone.
  • GneralasGneralas Join Date: 2004-01-20 Member: 25523Members
    I think it looks pretty good! Nice work, keep it up! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    IMO those "supports" blow :/ they are just weird in shape and their texture.. err
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    carioca is there any problem so you cant show us compiled shots? I cant get it...
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    i see the ppl doesnt like my map idea so i dont make more inside screen shots i wait ppl choice the better try of my way of make the room and then i compile to show, but ppl doenst like any so i dont do.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    im adding some hangar bay in the space port marine start and doesnt find a good texture to my cylinder 8 faces note that cylinder doesnt are caver but shape each face traingle to look like one.
    ab.JPG 24.1K
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited October 2004
    ask yourself people "would it compile" Personaly i would say "NO!"
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited October 2004
    i align and use some textures in the tub
This discussion has been closed.