Warehouse
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Re: Warehouse
Posted by Neural Scan on Thu Dec 9th at 7:08pm 2004


Wow! That 3d skybox has added so much depth to your map! I can't believe how much a simple background can make your map look so much better. It's really well done. I like those stairs better than the spiral ones aswell.

Excellent work, can't wait to see the final version How much would you say is complete by the way?





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Re: Warehouse
Posted by Night-Wolf on Thu Dec 9th at 8:24pm 2004


The actual structural work is about 90% complete, its mainly just a matter of detail now, which of course is even more time consuming!

Would still like someone to come take a look round with me to see what they think:D





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Re: Warehouse
Posted by diablobasher on Thu Dec 9th at 8:32pm 2004


OMG THAT SKYBOX LOOKS AMAZING!!!

How the heck did you get that level of details its fantastic!

the stairs look better too.

Congrats dude, it look brilliant so far.

[addsig]



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Re: Warehouse
Posted by Night-Wolf on Thu Dec 9th at 8:56pm 2004


If you look hard enough theres a whole host of Mini models to use in 3D skyboxes. So I didnt have to do much except choose some suitable ones:D



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Re: Warehouse
Posted by satchmo on Fri Dec 10th at 5:41am 2004


I like the stairs now, but...

The glass windows of the reception room are curved. Usually, the junction of the curvature should have some sort of metal support (like the thin black support going horizontally). Actual curved glasses are expensive to make (not for the engine to render, but expensive in the real world, thereby making them rare).

And I don't think the texture is bad at all. I think they're quite appropriate (and believable) for the setting.
[addsig]




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Re: Warehouse
Posted by Cassius on Fri Dec 10th at 6:51am 2004


The skybox does indeed look good, but when you walk around the buildings will move with you, which will be awkward considering their apparent short distance from the map itself.



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Re: Warehouse
Posted by ReNo on Fri Dec 10th at 7:11am 2004


It shouldn't do that cass, 3D skyboxes stay in fixed locations. They take a small piece of brushwork and scale it up to create the illusion of scale even though the area taken up in the level is actually very small. If you look at maps like de_aztec, many of the upper floors of the buildings are actually part of the 3D skybox and yet they remain in position at all times.
[addsig]




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Re: Warehouse
Posted by Night-Wolf on Fri Dec 10th at 11:20am 2004


Reno is right, the buildings stay fixed in place so when you move they scale to wherever you are. Unless like one attempt i put one too close to the skycam and it got bigger and bigger the closer I got to it but it was still outside the map...was freaky... like an invasion of balloon buildings!!

Satchmo im gonna slap you...grumble glass grumble.......





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Re: Warehouse
Posted by Night-Wolf on Fri Dec 10th at 11:42am 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Just for you Satchmo!

and heres my 3D skybox-





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Re: Warehouse
Posted by satchmo on Fri Dec 10th at 3:47pm 2004


/me got slapped, leaving a red handprint across his cheek.

Ouch! But didn't you find the suggestion helpful? Don't the windows look much better and credible now?

Anyways, I like where your map is going. I just bought HL2 yesterday and I've started mapping already (I only finished about an hour worth of the game so far). I made my first (obligatory) box map in Source, just to get the kinks out of the compilation process.
[addsig]




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Re: Warehouse
Posted by Night-Wolf on Fri Dec 10th at 4:26pm 2004


hehe, good luck with the mapping I hope you stick with it as its very rewarding. Anything I can help with just ask! I cant wait to start picking on your maps

I just figured out something that I think you guys will love, if it works! Update in 25mins after the compile!





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Re: Warehouse
Posted by Night-Wolf on Fri Dec 10th at 5:51pm 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ok lets see what you think!





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Re: Warehouse
Posted by RabidMonkey777 on Fri Dec 10th at 8:34pm 2004


The lighting is nice, though the big empty concrete pad of a loading area just feels too empty to me - Add some garbage scattered around, maybe a few skidmark/trash decals, etc. - Just make it have a bit more detailing.

Looking pretty good, though.




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Re: Warehouse
Posted by Night-Wolf on Fri Dec 10th at 11:36pm 2004


Yeah Monkey I plan on a little petrol pump hut, parking barriers and some decal bits and pieces.



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Re: Warehouse
Posted by ReNo on Fri Dec 10th at 11:48pm 2004


Overlays - don't you touch that decal tool Map is looking pretty good man, this is exceptional work for somebody of your experience level!
[addsig]




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Re: Warehouse
Posted by Cassius on Sat Dec 11th at 3:29am 2004


? quoting ReNo
It shouldn't do that cass, 3D skyboxes stay in fixed locations.

That's just the problem. I think it'd be equivalent to having things close to the camera in an HL1 map.





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Re: Warehouse
Posted by Night-Wolf on Sat Dec 11th at 6:37am 2004


It works fine Cass, or as far as I can tell!smiley



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Re: Warehouse
Posted by Night-Wolf on Tue Dec 14th at 7:04am 2004


I need some major help to optimize the map. Portals, hintbrushes etc etc. If anybody can help gimme a shout.



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Re: Warehouse
Posted by satchmo on Thu Dec 30th at 5:26am 2004


How's the map progressing? You haven't updated the map for more than two weeks? Is everything okay? Are you okay (or just busy with the holiday stuff)?
[addsig]




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Re: Warehouse
Posted by habboi on Thu Dec 30th at 1:08pm 2004


williamnicholls@hotmail.com (msn name , well talk ) [addsig]




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