dm_Petrol
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Re: dm_Petrol
Posted by Night-Wolf on Tue Dec 7th at 11:21pm 2004


Alot of pipes might slow things down quite a bit? How the hell do you bend pipes anyway?



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Re: dm_Petrol
Posted by satchmo on Tue Dec 7th at 11:32pm 2004


Most of the pipes can be made as models, so it shouldn't be too costly to render. The select few that are interactive (i.e. explode and spew steam and such) shouldn't be too much for Source to render.

I think it's entirely feasible to make a refinery, especially with the artistry of Rabid.
[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Wed Dec 8th at 12:45am 2004


All teh pipes are models, though it would be possible with brushes. I'm thinking loads of props for the pipes, especially composite pipe models, and then brushes for large pipes or tanks.

Been using this for some inspiration as well:

http://users.pandora.be/a-p/leuna.htm




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Re: dm_Petrol
Posted by satchmo on Wed Dec 8th at 4:23am 2004


Wow, Rabid. Those pictures of pipes are just beautiful. Sometimes man-made objects can have a strange aesthetics of their own.

Gotta be so careful with those files you have. Don't want them to end up in the wrong hand again.

[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Thu Dec 9th at 7:53am 2004


http://www.snarkpit.com/pits/hugh/petrol/dm_petrol_wip1.JPG
http://www.snarkpit.com/pits/hugh/petrol/dm_petrol_wip2.JPG
Okay, I'm breaking the rules by posting two editor-shots, but eh, figured you'd like to know what I've been doing on this.

Based off said refpics along with a bit of my own design.




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Re: dm_Petrol
Posted by $loth on Thu Dec 9th at 8:34am 2004


Got a good feel there, not sure about the plain steel texture though, but will have to wait for in game screenie. [addsig]



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Re: dm_Petrol
Posted by Leperous on Thu Dec 9th at 11:43am 2004


Huzzah, he can use the chapters function! It's looking good though.



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Re: dm_Petrol
Posted by ReNo on Thu Dec 9th at 2:32pm 2004


Wow, this does look very nice. I hope your interior lighting is a bit nicer than in the other area - use less white and try and give each light more direction and purpose so you don't floor out the area (which I thought you had done in the earlier interior). Certainly has potential though, can't wait to see it in game!
[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Sat Dec 11th at 11:13pm 2004


http://www.snarkpit.com/pits/hugh/petrol/dm_petrol40000.jpg
http://www.snarkpit.com/pits/hugh/petrol/dm_petrol40001.jpg

Lighting needs a bit of work, it had some red lighting and some light_spots which didn't get included in the compile for some reason, and it just seems too bland, imo. Tell me what yah think.

The brushwork is almost done here, though the ladder cages and the platforms are too small for the player to really manuver in so they need to be scaled up a bit more, other than that and some final connectivity and detailing, this area = done.




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Re: dm_Petrol
Posted by satchmo on Sat Dec 11th at 11:34pm 2004


Looks really nice, as usual.

Some lighting is necessary down in the forest of pipes, otherwise it's a bit too shadowy. What about the number of pipes? Perhaps a bit more?

[addsig]




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Re: dm_Petrol
Posted by ReNo on Sat Dec 11th at 11:39pm 2004


It does look bland, but nothing that lighting shouldn't fix in my opinion. Once you get that sorted out and have a splash of colour and contrast, I think it should look dandy
[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Sat Dec 11th at 11:39pm 2004


I shall add more, eventually - Just experimenting with lighting, atm. I'll probably just flood it with some prop_statics with pipe props, or some smaller func_detailed, low-poly pipes.

There will be some red lighting in teh pipe maze, I added the lights but for some reason they didn't appear.




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Re: dm_Petrol
Posted by ReNo on Sat Dec 11th at 11:44pm 2004


Go with props as often as possible, they are far cheaper performance wise.
[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Sun Dec 12th at 4:27am 2004


But not as customizeable

I've been using brushes for those large pipes since they need to be in forms that no props are, and then building some geometry around the smaller prop_ pipes.

I'd make my own props, but Softimage won't even run on my computer since the screen is too small D:




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Re: dm_Petrol
Posted by satchmo on Sun Dec 12th at 3:31pm 2004


I think it's crazy for the model editor to require such a ridiculously large screen to run. I wonder whether there is a way to get around that (like a "lite" version). I'll look for it...
[addsig]




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Re: dm_Petrol
Posted by ribbz on Mon Dec 13th at 2:31pm 2004


Not sure if it would be a good idea to loose the outside scenes.



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Re: dm_Petrol
Posted by RabidMonkey777 on Tue Dec 14th at 1:53am 2004


They've been modified from their original iterations, the version you see in the screenshots is what the outdoor area will look like in the final ver, for the most part.



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Re: dm_Petrol
Posted by ReNo on Tue Dec 14th at 2:12am 2004


Stop posting in the older chapters, keep it up to date guys
[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Thu Dec 16th at 4:02pm 2004


Just to let y'all know, I've added more lighting and detail to this section - Imagery to follow when I return home from work.



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Re: dm_Petrol
Posted by RabidMonkey777 on Fri Dec 17th at 3:43am 2004


And lo, he brought images.







Shiny pipes look stupid, yah. And the orange lighting will be blue in the next compile.





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