Try to avoid symmetry when doing scifi stuff Mabufo.
Pipes do wonders when not hidden behind metal grades. Also you should divide the lighting into 2 or more colors and smaller pools of light instead of one big. Try to add some heigt to the floor.
Try to avoid symmetry when doing scifi stuff Mabufo.
Pipes do wonders when not hidden behind metal grades. Also you should divide the lighting into 2 or more colors and smaller pools of light instead of one big. Try to add some heigt to the floor.
Did these for fun a while back. Tiny departure from my previous styles.
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those textures look pretty much right from a photo. is it for natural selection?
looks pretty good though, but align your textures and work on your lighting! ![]()
Are you running that in software mode? Either that or you need to get those textures in a higher resolution.
It's not that dark, can't see anything in the top half but that makes it spooky.
I can see everything fine...
It looks brighter in game anyway ![]()
Since I've completed 90% of the main hall wall textures, here's a few more shots showing it off. Ofcourse there's still a ceiling, carpet and wooden floor texture to work on and then lighting, other details such as paintings etc. I won't be showing that off when I've done it to keep something a surprise (hopefully it'll be like that throughout the map) I would like to say that I have planned a new enemy for this map. Some of you may remember the new alien from Atomic edition that was introduced in the fourth episode. My idea is a recode of that (and edited graphics) to be a little slower, won't jump and quite zombie like. Ofcourse I'll balance it out to be a bit of a challenge for the player still.
Click here for a texture comparison shot of the Main Hall
Main Hall Re-Textured Screenshots
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Something I did out of boredom for HL2... (I rarely compile) Which is quite fun to work on, might continue and go for a small map. Though, I wonder if the map would ever run smooth if I keep doing brushwork like that everywhere? Nothing is planned as I originally wanted to practising texturing to see if I can make anything interesting with default HL2 stuff. However, it lacks some good wood and I found a few other textures in CSS that also worked nicely. If it ever did turn out to be a small SP map, I'd probably take the textures from CS at least. Oh but again, nothing is planned.
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just make the smaller ones func_detail's and you should be fine.
OK, so I just installed Hammer 3.5 for the maybe upcoming challenge on HL1DM. I made some tests and tried some basics. Oh and that wall at the end is just leakblocking.
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Hi guys, here are some screens of my map mp_scientific:
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Josh, you better have an awesome story about how all those different things fit into one map:D
Quote from Rick_D[Blocked Image: http://img228.imageshack.us/img228/4396/mpscientific10006mb9.jpg]lol?
yes, this is one quite small area, sealed with signs read "WIP-Do not enter".
It shows a scene inside the hammereditor.
would be cool if you somehow could fake the fullbright or flatshaded though ![]()
Hmm, fullbright can be toggled via console (mat_fullbright 1/0). And flatshaded is just a matter of special textures, isn`t it? ![]()
[Blocked Image: http://onboarderror.com/obe/train1.jpg]
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