RainMetal
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Re: RainMetal
Posted by Pvt.Scythe on Mon Jan 24th at 5:17pm 2005


From the moment onward I first saw a rain tutorial for Half-Life I've wanted to create a map, which would utilize this effect. The very first rain tutorial I read used an env_beam entity to create the rain. The method was slow to implement and very hard on the entity budget. Later on I came across a different kind of rain tutorial which used func_conveyors instead of env_beams. Three years have passed since I first read that tutorial and now I've finally begun to make that Half-Life map with rain in it... Due to the fact that I'm currently serving in finnish army it might take a while for me to finish this map, but all in all I'm determined to get it done.

I've also done some experimental metal textures. All feedback from negative to positive is welcome. I've update(and upload more) pictures on my next leave from army, which should be next weekend.

[addsig]




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Re: RainMetal
Posted by Tracer Bullet on Tue Jan 25th at 12:49am 2005


Not much to comment on tbh. The rocks in the second pic look sort of okay. [addsig]



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Re: RainMetal
Posted by BlisTer on Tue Jan 25th at 2:44am 2005


comments in mapprofile. give us more screens [addsig]



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Re: RainMetal
Posted by Pvt.Scythe on Fri Jan 28th at 7:48pm 2005


I just came back. I'll post some more screens tomorrow. Now I need some sleep. [addsig]



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Re: RainMetal
Posted by Pvt.Scythe on Sun Feb 13th at 3:22pm 2005


I've uploaded two new screens. I've had a very busy two weeks in the army and this weekend was godgiven rest. Sadly I've to get back in there in couple of hours. Next update will be on next weekend. R-Speeds are somewhere between 300 and 700. [addsig]



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Re: RainMetal
Posted by ReNo on Sun Feb 13th at 3:33pm 2005


Looks like a pretty good start, but it really NEEDS better lighting and better textures to set it off. The textures are ok in places but its really colourless as it is and they do lack detail. The less said about the rock texture the better. Do your brushwork justice, don't let these other things drag it down.
[addsig]




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Re: RainMetal
Posted by Orpheus on Sun Feb 13th at 3:42pm 2005


LOL, thumb and screen don't match [addsig]



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Re: RainMetal
Posted by G.Ballblue on Sun Feb 13th at 4:19pm 2005


Hmm. Different sky is something I'd look for [addsig]



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Re: RainMetal
Posted by Desert Gunner on Mon Jan 24th at 5:04pm 2005


The sides and top of the sky box do not blend together. You can tell where they meet. Also, in the first pic, the grass seems to suddenly drop straight off at a square corner. You might want to consider making that curve off instead. <br> <br>Looking forward to its release!



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Re: RainMetal
Posted by Pvt.Scythe on Mon Jan 24th at 5:14pm 2005


I'm not sure will I keep that skybox. And the reason for the sudden &quot;drop&quot; at the edges of grass is due to the fact that I did very messy job while closing the map for compile. I'll upload up-todate pictures on my next leave from army. Thank you for your comment.



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Re: RainMetal
Posted by BlisTer on Tue Jan 25th at 2:28am 2005


Seems nice, keep it up! sky looks edged though. and gl in the army:p



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Re: RainMetal
Posted by Junkyard God on Tue Jan 25th at 8:09pm 2005


It looks nice, <br>the wpoly count is quite hight though, not too high, but i think it could be lower if you used some hint brushes or made the not-visible walls of the rocks etc. sky texture so the don't get rendered, check what gets rendered with the gl_wireframe 2 command. <br>it might be that there is way to much rendering at some points. <br> <br>just a suggestion, the map looks good smiley




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