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"Anticitizen Zero" Bank from HL2

  • Merc248
  • November 25, 2004 at 12:28 AM
  • Merc248
    • November 25, 2004 at 12:28 AM
    • #1

    I'm trying to combine both the outside environment and the inside environment of the bank for the "Rebellion" mod... What I'm thinking is that the Combine will come from the street in front of the bank (either from the apartments or perhaps have them running from the sides), they will raid the bank much like what Gordon did in HL2, and then try to overrun the defenses outside and inside of the bank. Hopefully this works out alright.

    Anyhow, it's a bit obvious that I'm not finished, I haven't textured much of anything yet, plus I didn't get all of the basic geometry in. It's a bit hard to see all of the detail since I'm using the gray dev texture for now

    [Blocked Image: http://img89.exs.cx/img89/4433/hammer7.th.jpg] [Blocked Image: http://img89.exs.cx/img89/1669/hammer8.th.jpg] [Blocked Image: http://img89.exs.cx/img89/1691/hammer10.th.jpg]

  • kleinluka
    • November 25, 2004 at 12:34 AM
    • #2

    I urge you and everybody else to only post threads and pictures that are far enough for us to comment on.

    This is really not far enough ahead to give you feedback.

  • OL
    • November 25, 2004 at 12:39 AM
    • #3

    i dont like this grey/orange texture thing people are doing now

    just put them on as you go!

  • Merc248
    • November 25, 2004 at 12:40 AM
    • #4

    Alright... no problem

  • Taylor
    • November 25, 2004 at 12:50 AM
    • #5
    Quote from OL

    i dont like this grey/orange texture thing people are doing nowjust put them on as you go!

    But that's not how valve did it!

  • Marcos
    • November 25, 2004 at 10:16 AM
    • #6

    Hehe

    Seems like you got the basics, but i agree with Klein. We dont know how you want this and it seems like you will work much more on it, so therefore it's pretty hard to give you any advice..

  • Zeta
    Guest
    • November 25, 2004 at 3:26 PM
    • #7

    i dont personally bother with the 'orange mode'. For me its faster to apply nodraw to every brush and go straight into texturing for real on the faces that need it.

  • ShaDoW
    • November 25, 2004 at 5:16 PM
    • #8
    Quote from Zeta

    i dont personally bother with the 'orange mode'. For me its faster to apply nodraw to every brush and go straight into texturing for real on the faces that need it.

    Agreed.

    Basically, the orange maps were only created to test initial gameplay of the Half-Life 2 maps. The steps of actually creating a level don't require painting every brush with these proportion textures.

    On the map; there's not much to think about so far. You seem to be making some decent progress in those, however, only time will tell us what will become of it.

  • KungFuSquirrel
    • November 25, 2004 at 5:28 PM
    • #9
    Quote from Zeta

    i dont personally bother with the 'orange mode'. For me its faster to apply nodraw to every brush and go straight into texturing for real on the faces that need it.

    ...which is the same thing. There is no such thing as 'orange mode;' whether you're using nodraw or a concrete base texture or a purple or pink or plaid with polka dots texture, it's the same concept - rough in your map's layout, basic form, and gameplay before you waste time detailing it. It's not like Valve invented some crazy revolution with a few orange textures or anything.

  • Taylor
    • November 25, 2004 at 6:12 PM
    • #10

    But I imagine Valve largely did it because they didn't HAVE textures to use, rather than because they couldn't be arsed to texture anything yet.

  • Zeta
    Guest
    • November 27, 2004 at 11:56 PM
    • #11

    Shadow id love to chat to you sometime about mapping or what not.

    contact me anytime on aim - zetahl2world

    or better yet sign up on the hl2world forums

  • JynxDaddy
    • December 8, 2004 at 5:50 AM
    • #12

    But using nodraw means it wont render the planes you dont texture, where as the orange mode stuff shows up ingame.

  • Merc248
    • December 8, 2004 at 10:14 AM
    • #13

    I imagine that you would have everything as nodraw, then texture the obvious looking parts that would be visible to player first. If there is a HOM effect or something is missing completely, then you would go back and be sure that you texture it.

    Now that I think about it, it sounds like a good way to optimize the map from the very beginning.

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