wow. I DON"T see how you can see that as anything but amazing. You're crazy nexus. Also quite a display of power from the 7800. I should be interested to see ATi's answer to that.
Posts by Belgarion
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Erratic - I think that looks awesome. It feels exactly as an abandonned place should. I wouldn't expect anything else in it, but von's definetly right about color. It doesn't need any. If you were to put color in it, that would destroy the mood which, I find, is quite amazing.
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I'm working on a Q3 map entitled "Sanctum of Poseidon", and in it I want a statue of Poseidon. Naturally, Q3 doesn't come with a model of Poseidon, nor is there a model reminiscent of him, so I'm requesting a model based on a piture of him. Poseidon - You can leave the gentiles off, as well as the extra arm O.o
I may also be including several models, depending on how many I receive, so if you'd like to model a different pose please go ahead and do so. Heck, do 5 if you're so inclined. And there is no deadline per se, as long as it's within the next two or three weeks, but naturally the sooner the better. Budget is around 2 - 2.5k
Here are some pics of the map so far, in case you don't feel like modeling for something that will never be finished, or are concerned for the quality of the map. This represents about 1.5 days of work. Texturing right now is temporary untill I find a suitable Greek/Roman textureset. And of course, if anyone has any suggestions for that I'd be more than willing to look at them. 1 2
Thanks
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This can't be Mr. Ben. He died to mapping long ago. he told me so. Who is this imposter
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yeah, looks real nice. I'm sure it would look nice regardless of the engine.
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Cubemaps: I know. Umm.. actually, type "buildcubemaps" in the console and that will be fixed. All the cubes are there, they just got left out accidentally when I compiled ents only. Apparently that erases your cubemap compilation. For those who don't know, typing "buildcubemaps" in the console will fix this. It'll take a minute or two.
But as for the light only lighting the bottom face, that's because it's a spot light and that is indeed the cone that it was making. Maybe you would like to suggest I increase the angle of the cone? I could see that. If you could show me some more examples of lights not working properly that might help.
The bulky stairs.. yeah, I know they are not awesome and all, but they seem to work alright. I'll look into changing them. And the textures. I havn't been very satisified with them now that you mention it.
I'll look into all that stuff, but I think I'm more concerned with pickup placement. That's never been a strong point with me. If anyone can give advice on that I'd be appreciative.
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Just tested this as alpha 8 last night with some friends durring a lan and was pretty pleased with the results. So I've decided to release it as beta 1. If someone could get it up on a server for testing and such (and maybe even get input from some people?) I would really appreciate it.
I've had several sections finished for a long time that I never updated my site with, so I'll put up a few pics right here.
[Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/1.jpg][Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/2.jpg]
[Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/3.jpg][Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/4.jpg]
[Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/5.jpg][Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/6.jpg]
There are more pics available on my site's dm_subway page. Here's the zip file.
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Much much better. But I don't think you're accentuating your architecture enough. The lighting is overall much better, but I'd like to be able to see the supports lit more brightly. Maybe increasing the spot_light intensity is all you need.
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that shot D3ad linked looks fantastic
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.... Radiant does that... but radiant uses green. they say geniouses pick green. but quark didn't pick green.

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Getting much into the picture is most definetly important. I find increasing the FOV helps. Making sure to adjust for gamma (if applicable) is quite necesarilly also. I would also think that your natural ability to take a good ss is somewhat linked to that of your natural photography ability. It takes time, but it's well worth it. And taking the HUD off is really quite optional, though you should if you know how. size is another bleh with me, though bigger is always better in my opinion. I've always thought my ss's were pretty good. no one really compliments saying "great SS location!", heh, but no one has ever told me "bad SS location" either.
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you've both got good points. people probably will try it simply out of curiosity and because it's so easy, but that will probably also get those few guys out there who will eventually make fantastic maps that otherwise wouldn't have.
likewise, simply because he may or may not be one of those people does not imply that he is or is not one of those people. you just don't know untill you ask him. it's simple as that. and your age has very little to do with learning a language other than how easy it is. The older you get the harderit is to learn a language. consider yourself privelaged, not higher, than those other people who havn't spent as much time learning english.
Concerning the map: Dragonfly, i think it's a good start, particularly since this is your first map. my first map sure didn't look that good :wink: but i'm sure you can do better. Try to make the rest of the map the same level of detail as the first picture. Put objects in the map to break up the monotony of it. Make it feel more organic and cluttered. Right now it's far too open. Look at other people's maps and try to imitate, not duplicate, what they have done.
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i guess i never posted this in here, so i will now. click on the image or my sig for more pics. It needs testing, so if you're of a mind, please do so.
[Blocked Image: http://belg.thezazi.net/Q3/dmBelg_curvacious/dm_curvaciousb3-2.jpg]
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wow it's korny. last time i talked to you was before HLR was released...
really nice looking map.. makes me wish mine looked a little nicer. I agree with everyone here saying that it looks like ravenholm. I didn't particularly like Ravenholm in SP, but MP is totally different.
I am somewhat worried though, because as Marcos pointed out, it's pretty dark. If you can't see your opponent it makes it a bit tough to attack. Fantastic atmosphere though. Good luck to you.
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weeee.. lots of changes for subway. have a look here for more pics.
[Blocked Image: http://belg.thezazi.net/HL2DM/hl2dmbelg_subway/thumbs/1.jpg] [Blocked Image: http://belg.thezazi.net/HL2DM/hl2dmbelg_subway/thumbs/5.jpg]
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hey that looks really cool. i had no idea displacement maps were so versatile. doesn't even look like half-life
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indeed, i have been considering getting rid of at least some of those red lights. i'll experiment with green and blue a bit, though some places will continue to have red. i feel it's apropriate on things like the generators or near the tracks.
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i'm not 100% positive on the name.. it was just something to use. anyway, a hl2dm map i've started just under a week ago. I think it's coming along pretty nicely. maybe 30 to 40% finished.
[Blocked Image: http://belg.thezazi.net/HL2DM/hl2dmbelg_subway/thumbs/1.jpg] [Blocked Image: http://belg.thezazi.net/HL2DM/hl2dmbelg_subway/thumbs/6.jpg]
click the pics. there are more on my site.
:edit: Updated the pics. Around 70-80% finished i'd say now.