Sector Gamma
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Re: Sector Gamma
Posted by JFry on Tue Apr 20th at 7:53pm 2004


yes that texture is much nicer but with the whole wall like that it looks repetitive. Maybe a comprimise between the two? Also you could try making it cinder block instead of brick.



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Re: Sector Gamma
Posted by Captain P on Tue Apr 20th at 8:05pm 2004


Mmh... cinder blocks...

I was dubbing about using cinder-blocks on an outside building, I'm gonna do that. As for the inside... I guess I'll have to do some more research on how old industry buildings like these were constructed... I think cinder blocks could do some but not on all faces here.

[addsig]




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Re: Sector Gamma
Posted by Tracer Bullet on Wed Apr 21st at 2:49am 2004


Nuclear reactor = reinforced concrete everywhere

got to stop those gamma rays

[addsig]



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Re: Sector Gamma
Posted by Captain P on Thu Apr 22nd at 8:51pm 2004


Well, actually... concrete doesn't stop gamma rays. Not that effectively. 5 cm of concrete halves the gamma ray intensity... Lead does a better job with 1 cm.

Concrete in nuclear reactors is there to protect the structure in case of explosions. The Chernobyl reactor did not had a concrete shell around it, so when the disaster happened an enormeous part of the roof was blown up high.

After the melt-down, a concrete bunker was built around the still active reactor. That bunker is called the 'Sarcophage'. That's the concrete thing you see in the first screenshot. The one with the vertical concrete beams.

Well, soon I'll have some new screenshots of the reworked inside. I've worked on the layout of the inside last days. I'll put some more trains in the outside bytheway, to provide some more interesting combat area (extra cover...)

[addsig]




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Re: Sector Gamma
Posted by Tracer Bullet on Fri Apr 23rd at 11:33pm 2004


? posted by Captain P

Well, actually... concrete doesn't stop gamma rays. Not that effectively. 5 cm of concrete halves the gamma ray intensity... Lead does a better job with 1 cm.

Um no. obeveously lead does a better job, however it is far to expensive to use as a construction material. I believe a couple meters of concrete is usualy favored over a couple centimeters of lead, unless the application requires a very small mass or volume of shielding, such as protective cloathing.





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Re: Sector Gamma
Posted by scary_jeff on Sat Apr 24th at 9:19am 2004


Doesn't being surrounded by lead do something bad to you? Didn't they used to use 'lead paint' in houses, but there was some kind of problem with it? If you use lead to protect you from the gamma, do you need something else to protect you from the lead?



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Re: Sector Gamma
Posted by Captain P on Sat Apr 24th at 2:14pm 2004


You probably refer to lead-poisoning, like the Romans had?

Mmh... I see iron needs 1,5 as much length to halve radiation as lead. Still better than crete, though... water needs 2 times the lenght crete needs to halve gamma-radiation.

I guess, in protective suits, they use different materials. As far as I know, the higher the density of the material, the less is needed to halve the radiation. There might be other factors as wel, though.

About my map, soon I'll give out some more screenshots of the inside, wich I'm reworking (if only I didn't had so much tests and exams on school now).

[addsig]




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Re: Sector Gamma
Posted by Captain P on Thu May 6th at 11:19am 2004


I've worked on the inside of Sector Gamma:

http://www.websamba.com/captainp-home/custom/sectorg_i1.jpg

http://www.websamba.com/captainp-home/custom/sectorg_i2.jpg

[addsig]




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Re: Sector Gamma
Posted by ReNo on Thu May 6th at 12:54pm 2004


That looks really nice actually, I really like the wall tiles for some reason, it makes a change from seeing the normal brick / plaster / concrete that most maps use. [addsig]



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Re: Sector Gamma
Posted by G.Ballblue on Wed May 19th at 1:10am 2004


I was looking at snapshot 2. I think the top of the "bunkers" or whatever the small buildings are, could use either (A) a few more textures, or (B) more detail. Most buildings have a standard of 3 materials (textures) but the small buildings were a bit simplistic.

I love those wall tiles in shot3. =D The tile real good with the size of the object.

Yippie Ki Yay!

[addsig]




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Re: Sector Gamma
Posted by Captain P on Wed May 19th at 8:01pm 2004


Yes, those buildings will get another roof texture and a trim texture on their walls (to fit the roof texture better).

I haven't made these textures yet so I just used the wall texture. But it's going to be replaced soon.

About the third screenshot, that's the area I'm currently devoting a lot of time on. Nice to see it shows.

[addsig]




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Re: Sector Gamma
Posted by 7dk2h4md720ih on Wed May 19th at 8:14pm 2004


The 'tile' texture is misaligned on the vertical supports in the upper section of the third screenshot. [addsig]



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Re: Sector Gamma
Posted by Captain P on Wed May 19th at 10:01pm 2004


You're a true Sniper, A_S... You've accurately spotted my texture lazyness. [addsig]



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Re: Sector Gamma
Posted by 7dk2h4md720ih on Wed May 19th at 10:15pm 2004


Thanks.

I really like that area, but it looks a little too empty. I understand it's supposed to be abandoned but it looks as if it was never used aside from the dirty textures. Maybe add a couple of vents, a fancy computer or even some cryptic posters! [addsig]




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Re: Sector Gamma
Posted by Gorbachev on Wed May 19th at 10:26pm 2004


Still lacking some tracks for them trains. smiley

[addsig]



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Re: Sector Gamma
Posted by 7dk2h4md720ih on Wed May 19th at 10:38pm 2004


Those aren't trains you moron. They're a rare breed of box-antelope indigenous to Chernobyl. They feed on grass and stones and are liable to explode if irritated, cornered or touched. [addsig]



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Re: Sector Gamma
Posted by Gorbachev on Wed May 19th at 10:52pm 2004


s**t, and I just took a handful of grass... [addsig]



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Re: Sector Gamma
Posted by Captain P on Thu May 20th at 11:06am 2004


Never actually though of the idea of mutated trains...

But yes, tracks will follow. Progress is slow now due to exams, too bad...

[addsig]



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Re: Sector Gamma
Posted by Pegs on Fri May 28th at 8:39am 2004


looks slightly blocky tbh [addsig]



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Re: Sector Gamma
Posted by half-dude on Thu Apr 15th at 12:53pm 2004


good textures and a good map, keep it up




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