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Belgarion

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Posts posted by Belgarion

  1. 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.

  2. 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.

    1.jpg2.jpg

    3.jpg4.jpg

    5.jpg6.jpg

    7.jpg

    There are more pics available on my site's dm_subway page. Here's the zip file.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

    1.jpg 6.jpg

    click the pics. there are more on my site.

    :edit: Updated the pics. Around 70-80% finished i'd say now.

  9. I understand what he's saying, and he's right. It's not real cell-shading. I've not actually looked into it, but from what i can see, it's basically a patch mesh over the top of the brush or whatever, but inverted and textured black. hence you can only see it from a certain angle and not head-on. i could be wrong of course, but i think that's what actually happens.

  10. a few changes bassed on comments. i removed the blue texture, took out all the grating textured lights and put in a few new ones (with light sources. amazing). toned down the red and added the glass ceiling. i don't have anyone to test it out with, so if anyone is interested in trying it out i'd be happy to put it up.

    shot00010.jpgshot00011.jpgshot00013.jpg

  11. all the different colors hurt my eyes.
    I understand what you mean, but i kind of like it.

    Also kinda curious where that lighting texture is coming from. I see no lights on the cieling that have that kind of grate over them...
    I assume you mean the white lights with the grating texture near the walls. Well.. there are no grates over them. As i said before in not so many words, this is a learning map for Doom3 to me. I'm not interested in making sure everything is plausable, i'm just having fun playing with the new features. Though i agree, normally i would have a physical source for every light. And since this *is* a wip, i might go ahead and change those lights and give them sources.

    There was also going to be a glass canopy over the top of the map, i just havn't gotten it to a place where i like it enough to keep it.

  12. er... i think i'm getting a 'repetative textures' vibe from certain undiclosed peoples... :roll:

    yeah. well, wip. i'll put more geometry in to break up the repetativeness.. and a few other surprises that zazo has convinced me to make. but i doubt that will be done any time soon... maybe a week or three. :wink:

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