And my WIP but much vaunted observation deck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-GiGaBiTe+Feb 21 2005, 04:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 21 2005, 04:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> visgrouping worldspawn brushes = bad in the sense that if you move one brush, bunches of others go with it. so easier to create leaks.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You're confusing terms, and there's the ignore groups function anyways.
VISGroups are in fact, good, and help to make the source file more organized (and easier to edit).
Aight guys, todays the competition- I leave school at 8:05, just after first period- got the final, full vis compile done.... took almost two and a half hours for the full radiosity run... *shrug* let it run overnight, should be fine, didn't see any errors
Top 3 in each catagory (I'm arts and multimedia and such) go to Internationals <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Wish me luck!
No... go into your NS folder. Then into ns/gfx/env , and you will find a bunch of .tga files. Put <b><u>everything</u> but the last two letters</b> in the map skybox field in hammer, and you will get that skybox. The last two letters signify which direction of the skybox that particular .tga is for.
now I feel stupid... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Lol, ah well. Learn something new every day <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Bah, my PC's out for repair- apparently a 400 watt power supply isn't enough for a 64 bit AMD + Soundblaster Audigy 2 ZS Platinum + Radeon x800 XT (The Sound and Vid Cards should be put in with the new, 550 watt Antec power supply)
He's also going to beef me to 2 gig ram <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Hopefully, when it's back, I can post some more shots and re-compile with the correct skybox <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Yeah, my PC's back and running smooth as a whistle!
Here's the re-lit and redone Marine Start- I optomised the lighting a bit, removed about 12 unneeded brushes total, and fixed 2 big problems with my texlighting *shrug*
<img src='http://12.22.230.41/MicroTech/Host/Images/IncubusMarineStart-Comps.JPG' border='0' alt='user posted image' /> The PC's in the commander area above the chair
<img src='http://12.22.230.41/MicroTech/Host/Images/IncubusMarineStart-NoLights.JPG' border='0' alt='user posted image' /> The Starting Location, lights out (brighter in game)
Aight, and my much-vaunted Observatory is now PROPERLY lit up! Still lookin for that perfect spacey theme though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <img src='http://12.22.230.41/MicroTech/Host/Images/IncubusObservatory.JPG' border='0' alt='user posted image' />
And the newest addition, the re-designed hallway outside marine start ont he right hand side, which will lead to the hanger bay and from there, a hive. STILL A WIP HALLWAY
I know... I just can't figure out which one I want <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
aight gig, I decided to use Nebular... but it doesn't change 0o'
and I had stuff in that hallway Align... had to remove it cause it MAJORLY bugged when I went to re-align it with the raised roof... prolly add some pipes, a busted drop-down turret, I dunno *shrug*
AIght, here's the doorway into the command center-
Kudos to Carioca for the origional design, modified slightly to fit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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--> i wanna see the new doors bumped out of the wall because they looking flat. u have a env_gama try 1.7 in the gama correction and u will see what is brightness
<!--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--> you could add more brushes in this room with another textures to make a les repetitve wall, dont cover all the hall with only 1 computer light gimme some layer, frame or space from the corner in the room from computer lights add a trim or frame texture in ceiling or in the walls.
I plan to in time- at the moment I'm working on paper trying to sketch a good look for it- they all kinda... suck... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Aight, here we go <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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--> look very better but could u add a foot for those pillars?
because they look out of roots or too much fragile to hold a skydeck and the skydeck is very thin could u enlarge that one because ns is more large fat and strong feel with a grid of small stuff of 16 or 8 thsi windows look like a 4 units glass large.
I can't... I tried that, and it kept giving me invalid brush errors, not sure why <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Good news- I fixed up that BLAH lil hallway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
This hallway was inspired for remodeling by PithLiths Command Access hallway in ns_prometheus
And yes... I am going for a "massive" feeling in that last hallway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
Here's the compiled version of that hallway I showed- still trying to make an overlay for the computers *shrug*
You're confusing terms, and there's the ignore groups function anyways.
VISGroups are in fact, good, and help to make the source file more organized (and easier to edit).
Top 3 in each catagory (I'm arts and multimedia and such) go to Internationals <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Wish me luck!
you're supposed to put like hera, or tanith, ect, right? or what? I thought you were supposed to remove the tag
now I feel stupid... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Lol, ah well. Learn something new every day <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
He's also going to beef me to 2 gig ram <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Hopefully, when it's back, I can post some more shots and re-compile with the correct skybox <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Yeah, my PC's back and running smooth as a whistle!
Here's the re-lit and redone Marine Start- I optomised the lighting a bit, removed about 12 unneeded brushes total, and fixed 2 big problems with my texlighting *shrug*
<img src='http://12.22.230.41/MicroTech/Host/Images/IncubusMarineStart-Comps.JPG' border='0' alt='user posted image' /> The PC's in the commander area above the chair
<img src='http://12.22.230.41/MicroTech/Host/Images/IncubusMarineStart-NoLights.JPG' border='0' alt='user posted image' /> The Starting Location, lights out (brighter in game)
Aight, and my much-vaunted Observatory is now PROPERLY lit up! Still lookin for that perfect spacey theme though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<img src='http://12.22.230.41/MicroTech/Host/Images/IncubusObservatory.JPG' border='0' alt='user posted image' />
And the newest addition, the re-designed hallway outside marine start ont he right hand side, which will lead to the hanger bay and from there, a hive. STILL A WIP HALLWAY
<img src='http://12.22.230.41/MicroTech/Host/Images/Incubus-NewHall.JPG' border='0' alt='user posted image' />
Comments, Crits?
a space ship is supposed to be in space, not in the middle of a desert...
stars
space
anything but desert....
and I had stuff in that hallway Align... had to remove it cause it MAJORLY bugged when I went to re-align it with the raised roof... prolly add some pipes, a busted drop-down turret, I dunno *shrug*
Kudos to Carioca for the origional design, modified slightly to fit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
u have a env_gama try 1.7 in the gama correction and u will see what is brightness
@all- yes, I know that ones a hammer shot- dont' feel like re-compiling JUST yet- working on the new walls for the area
no matter WHAT I do, I get the same damn skybox... I put it in the map-properties, cl_skybox thing... the skybox I'm trying to use is Nebular
By the way, you've turned on texture lock, right?
Aight, here we go <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
because they look out of roots or too much fragile to hold a skydeck and the skydeck is very thin could u enlarge that one because ns is more large fat and strong feel with a grid of small stuff of 16 or 8 thsi windows look like a 4 units glass large.
Good news- I fixed up that BLAH lil hallway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
This hallway was inspired for remodeling by PithLiths Command Access hallway in ns_prometheus
And yes... I am going for a "massive" feeling in that last hallway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->