dm_Petrol
Post Reply
Quote
Re: dm_Petrol
Posted by KungFuSquirrel on Mon Dec 20th at 1:33am 2004


Lighting needs more:



and



You've got some really cool architecture there, but you're going to need some really localized lighting to really sell the theme. The big thing are the dense light fixtures and flares all over the place.

An oilrig/refinery has been a pet project idea of mine for ages; I'll probably never make it for an actual game, but it may show up in my 3d environment section sometime. You can find a lot of photos like these at corbis (I just searched for refinery and night to find the light reference) or any other decent stock photography places online. [addsig]




Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Mon Dec 20th at 3:35am 2004


Updated, a bit. The screenies are new and fixed and the link also has the rest of the new screenshots.

I've been looking at the lighting trying to figure out how to improve it, KFS - I want to have it nice and refinery-looking but still want it sort of dark and grimy. It's difficult to strike the balance...I feel I've brought a few of the elements from those images (blue lights, for example) into the map a little bit, and it seems way too dark the more I look at these screenshots. I'll do more tweaking.




Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Mon Dec 27th at 7:42am 2004


EDIT - I spoke too soon ;P - Deleting the newer (and uglier) portion fixed the error, somehow. Nothing much new, but some tweaked lighting and new phys items and such, yadda yadda.

Beta testing will be sometime shortly - Drop me a PM or E-Mail if you would be interested.

http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b1/




Quote
Re: dm_Petrol
Posted by Nickelplate on Mon Dec 27th at 5:14pm 2004


Here are some tips to improve your lighting situation:

  • Use env-glow ents set them to blink at random times and keep them high in the air. Instead of full-on light ents use these as more of an LED approach. They don't shed very good light but will make your map LOOK spectacular.
  • use lighted textures and make a LONG flourescent bulb-type thing running down a few of the big tower things. (it's possible, if you want me to i can make a prefab of one for you.)
  • use floodlights of very bright Xenon-headlight colored blueish-white. Then point them at the high-traffic areas.
[addsig]




Quote
Re: dm_Petrol
Posted by habboi on Wed Dec 29th at 12:59pm 2004


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

Plays well and i remember i played a earlier version that was leaked and it was odd indeed as the sky was a warehouse double the size of the player i took pic i think

here we are not a clear one but it shows the weirdness

[addsig]



Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Thu Dec 30th at 12:07am 2004


Yeah, well it's all fixed now.

Dunno why people STILL run it D:




Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Wed Jan 19th at 12:14am 2005


Beta 4 is released to teh public.

Get it here!

If you come across any bugs no matter how big or small or have any comments, feel free to post them.




Quote
Re: dm_Petrol
Posted by ReNo on Wed Jan 19th at 12:27am 2005


Just downloaded it, and my first impressions? Name your .txt file the same as your .bsp file - not only is it standard naming convention, but it means you don't have your readme written over by the next chump who makes your mistake Also, some mods search for mapname.txt to display during gameplay (eg. AG1 did this). I'll give my actual thoughts on the level in a while
[addsig]




Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Wed Jan 26th at 1:03am 2005


Updated to b8/final release.



Quote
Re: dm_Petrol
Posted by onniguru on Wed Jan 26th at 2:06am 2005


Found what looked like a couple of over-lapping brushes in two places, but I want to wait until I get home late tonight and can run the map on my desktop pc with a better video card before I show it to you, to make sure they are not just artifacts of the crappy video card in my laptop.




Quote
Re: dm_Petrol
Posted by Hugh on Fri Nov 19th at 9:53am 2004


Well I like #1 and #4, but maybe just 'cause... I can see a bit better in them. Anyway, good stuff <3



Quote
Re: dm_Petrol
Posted by RacerX on Fri Nov 19th at 8:38pm 2004


Looks spooky, is that what you intended or is it just part of the lighting problem? Cant wait to play the mod, is there a url for HL2DM? Keep the good work going!



Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Fri Nov 19th at 10:58pm 2004


It's a lighting problem, really - It's too dark for my tastes. Its supposed to be orange-ish, sort of like the wasteland sky. <br> <br>HL2DM does indeed have a URL - <a href="http://www.jhgamers.com/hl2dm" target="_blank">http://www.jhgamers.com/hl2dm</a>



Quote
Re: dm_Petrol
Posted by Spartan on Sat Nov 20th at 5:13am 2004


Pic number 2 and 3 look too dark. I really like 4 though but you will still need to do a lot more with the lighting. HL2DM probably has the best graphics and level detail for a game where you run around spraying and praying.



Quote
Re: dm_Petrol
Posted by ReNo on Mon Nov 22nd at 3:56am 2004


Now I can see it, I'm quite impressed. You seem to have managed to pull off the &quot;simple architecture made to look uber cool&quot; style particularly well in shots 2 and 3. The interior looks nice too, with a good contrast between its bright white lighting and the outside's fading sunlight, as well as some pretty nice brushwork. Keep it up, this looks like one early map with good potential smiley



Quote
Re: dm_Petrol
Posted by RabidMonkey777 on Mon Nov 22nd at 4:23am 2004


Thanks, all smiley <br> <br>I've messed with some fog and increased the brightness of the light to make things a bit easier to see for the players and to enhance the 'sunrise' sort of feel - If you like/dislike it, let me know, and depending on what sorts of feedback I get, I'll change it accordingly. <br> <br>The black ceiling issue in the fourth shot has been resolved, as well, for those who've noticed it.



Quote
Re: dm_Petrol
Posted by ReNo on Mon Nov 22nd at 5:04am 2004


I like the added contrast with the new lighting, the harshness adds to the realism in my opinion. The fog seems to work in the second shot but not in the last, so I'm not too sure on that front. Interior lighting looks a bit bland in the fourth shot, and the third shot looks too dark for a functional DM map. Good work though, keep it up smiley



Quote
Re: dm_Petrol
Posted by RacerX on Mon Nov 22nd at 8:25pm 2004


Wow! Looking 10x better than before. Keep it up!



Quote
Re: dm_Petrol
Posted by SWATSiLeNt on Thu Nov 25th at 5:41am 2004


On picture #4 you used a vent texture for a pillar type thing. But still this is well within the bounds of great architecture. nice work



Quote
Re: dm_Petrol
Posted by The_6th_monkey on Mon Dec 6th at 4:55pm 2004


Sry to here about the jackass...the maps looking nice though




Post Reply