PhilipK Posted October 5, 2005 Report Posted October 5, 2005 Well, right now you only have one large light source in that room. Try to have small sources of lights slightly different coloured than the large one close to the walls. Perhaps a table with some chairs and a table lamp could be a nice spot. And a floor light as well in another place. Even wall lights like this style kinda could work: The idea of having lights close/on the walls is that the walls themselves will look a lot nicer with some breakup lighting.. Otherwise it's looking quite cosy. I'd make the doors around 8-16 units lower and the same about the width. Comparing with the player model the handle is now at the chest and the door already seems a bit stretched sideways (even if it's not it gives that illusion by having such a wide door with a texture like that imo). Hope that made some sense Quote
kleinluka Posted October 5, 2005 Report Posted October 5, 2005 Actually D3, on that pic the doors seem too big. The doorknob is at the same height as his head almost. Doing good scaling isn't easy :S Quote
Campaignjunkie Posted October 5, 2005 Report Posted October 5, 2005 I think most HL1 doors were 80-96 units tall. Keep in mind that the player's camera is located at the chest (about 64 units high) while the player hull is 72 units tall, so 96 starts to look a little more reasonable. If you're building this for singleplayer, big doors are somewhat necessary for most monsters to fit through comfortably. So far it looks good though, the office especially. (I would unstretch that rug though, it's a little too much) Quote
D3ads Posted October 5, 2005 Report Posted October 5, 2005 Oh I know about the door texture handle, I fucked up placing it right so I've got to change that at some point, thanks for reminding me about it as I'd kinda forgotten. In terms of lighting currently, each one of those lamps has a light 'inside' it and then each of the ceiling lamps has a light source below, each light is a different colour and brightness... I'm going to leave the mansion alone for the time being as it's in a later stage of the mod and I want to concentrate on the first chapter for the time being Though I will mess with the lighting a bit more, any tips on rad settings like -smooth, -bounce and the like? [edit] Oh and yes it is single-player. Quote
von*ferret Posted October 5, 2005 Report Posted October 5, 2005 http://www.thevon.net/dm_fairytale.zip if that zip works tehre are lamp models modeled by Ol and textured by me, you're free to use them. Quote
Schmung Posted October 5, 2005 Report Posted October 5, 2005 mgghgr lighting is teh whore. Lots of smaller light sources are better than a few big ones. Thats about all I can offer. Quote
RD Posted October 6, 2005 Report Posted October 6, 2005 Perhaps the stairs are just a bit large then... No No No!!! lol.. The scale is fine, here I'll prove it to you: This is classic. The guy has to jump to reach the doorknob, ffs Quote
D3ads Posted October 6, 2005 Report Posted October 6, 2005 www.thevon.net/dm_fairytale.zip if that zip works tehre are lamp models modeled by Ol and textured by me, you're free to use them. Awesome cheers, I'll have a look... Be quiet RD Quote
⌐■_■ Posted October 6, 2005 Report Posted October 6, 2005 Very early WIP, but just to see what you people think of it. Started it out as just a fairly simple small 2vs2 map for me and my roommate maybe to enjoy. Progress is going pretty well, since I map very slow these times (so that I won't rush things). Made the pics in hammer, so they might not be very clear. Here ya go: Quote
von*ferret Posted October 7, 2005 Report Posted October 7, 2005 a puppy is fed to sharks every time someone posts a picture un-rendered. Quote
insta Posted October 7, 2005 Report Posted October 7, 2005 Hard to make out any real details, but judging from your 2d views, I guess you need more stuff and crap Quote
KungFuSquirrel Posted October 7, 2005 Report Posted October 7, 2005 Improved and better shot of the thing I showed before. More detailing work, but mostly texturing. I did brighten it a tad in PS, but only slightly, and the lighting is of course nowhere near final since the full scene hasn't even been constructed yet. Quote
von*ferret Posted October 7, 2005 Report Posted October 7, 2005 wow KFS, i LOVE that theme. What are you basing your ideas off of? Quote
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