Ooh hlrally, once i was an ace on it, i could beat anyone! Now i'd prolly just suck. Nice work there, smooth enough at least. Maybe you should add a little more fog so you could afford to add more foliage, dunno if you can afford it without the extra fog tho ![]()
WIP in WIP, post your level screenshots!
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[Blocked Image: http://studentpages.scad.edu/~zaford20/temp.jpg]
wip
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bronts, that looks fucking superb.
although, the tracks in the second shot, at the grade crossing, look a little... off. you might want to add some wooden planking over the ties, something like this (yes, i know, bad shot):
[Blocked Image: http://homepage.ntlworld.com/david.enefer/lincoln/lin156417oct1601.jpg]
ferret: very very monochromatic, but it looks good. i assume props are going to be added in later?
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ferret is it possible to bake the shadows onto that cubicle prop? i would suggest you do if you can.
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Very nice lighting ferret.

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Ferret you can do better!
(yea i know its wip)Add ceiling windows, support pillars etc. might work!

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@ Bronts
I always wondered, how do you make the curves (with texture) so even? Good job so far!
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Minotauro - The roads are 384 pixels wide, you can pretty much fit 3 buggies side by side on the road. WE have been making a source version for awhile, but over the past year the team has had a lot on, I traveled around europe for 6 months, fragmented did some traveling plus finishing his last year of uni, so just recently (the last couple of weeks) things are really picking up.
dissonance - I will add something there to make the road look right. At the moment when you go over it, it is like a bit of a jump
TeddyBear - As for the corners being so smooth, KoKo5oVaR is right they are displacements using the subdivide tool. It can be quite a tireless process sometimes having to raise and lower the corners, but I think it is worth it for the results. I plan on writing a tutorial on how to do it, plus a few tips that I have learnt.
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That'd be pretty cool. please do.
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I was iffy about the lighting. I'll still throw in props as I make them. Maybe some support beam structure in the middle of the room. I need some ideas on how to improve the architecture of the room. Also, those light beams against the wall have recessed lighting sources. I modeled a light fixture that go into the ceiling.
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Somehow your map reminds me of SOF2, Ferret..
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never played it =/
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Quote from Schmung
That'd be pretty cool. please do.
I have started work on a couple of tutorials on how to create the smooth corners. We have a Wiki type setup over on our site. So I just popped up a basic tutorial and an intermediate one.
The basic tutorial creates a flat 90 degree corner where the intermediate tutorial creates a 90 degrees corner but gives a bit of an angle.
I plan on also writing up an advanced tutorial to highlight all the other little things I have learnt, like making a cliff right on the side of the road etc
Anyway here is the link
http://hlrally.net/developer/mapping/
any feeback would be much appreciated, I have really written any tutorials before
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Awsome Bronts! Could help a lot of people!
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Bet those took you a while.
And good God man, a 1.2Mb .jpg? Are you on crack?
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Wow nice work with the vertexes. Too bad it's hl1/cs or something though, but of course, that makes it even better to have done all that without the displacement function for source!
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Displacements kinda suck for walls, because they have a very awful control when you move the vertices.
Wfr, Sindwiller
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