Posted by Orpheus on Mon Oct 4th 2004 at 2:21pm
be careful whom you alienate bud, you never know exactly how much experience that may cost you :/
by my count, at least 6 people helped you out this time, next time it might only be duncan.
not that, that has happened here mind you..
[addsig]Thank you, ReNo, I had no idea if you were talking about a texture, a tutorial, a prefab model, or what. I also appreciate that you're willing to help someone out who is new to all of this, who got into Half-Life mapping late in HL's lifespan, and that you do not make them feel like a moron for missing the obvious. Thank you, ReNo, for your help.
Too often these days, the internet is filled with twits who feel like it is their duty to just hassle people and ridicule them. It must be compensation for something else they're lacking in their lives, because they certainly offer nothing constructive in their criticism.
Not that there's any of those types around here.
Just sayin'.
Posted by Orpheus on Mon Oct 4th 2004 at 10:36am
| ? posted by Anomaly |
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~spotblue? Where's that? I searched the forums for it, found nothing. *as i wipe up the last of the pee from the floor, i wonder.. where exactly do these guys come from*
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actually, if thats your only motivation...i think you missed the point, entirely. still thats no crime i guess.
[addsig]
Posted by ReNo on Mon Oct 4th 2004 at 10:27am
Its a texture, search the HL wad for it in hammer
[addsig]
Posted by Cassius on Mon Oct 4th 2004 at 6:08am
The problem here is that beneath all the crazy geometry, it's pretty plain. Along with new textures, it could use some more logical, human architecture - right now, some parts look like a jumble of ill-fitting, crazy shapes.
Ok, I went out to Wadfather and picked up a ton of new textures. Hopefully I'll be able to find something within the spruce up the texturing.
ReNo
~spotblue? Where's that? I searched the forums for it, found nothing.
The blue spots in that portion of the hallway have been removed. The white spots are still there, as are the blue spots further along in the hexagonal hall. I'm still working on finalizingthat hexagonal hall, so don't put too much stock in how it looks currently.
I've added and changed a bunch of stuff; I'll post some screenshots tomorrow or so. And this time, I'll post them in the thread and link them off my site, just for Orpheus.
Posted by JFry on Sun Oct 3rd 2004 at 6:06pm
Yes the architecture is pretty nice but the textures could be better, particularly the trim on the arches in the second pic looks out of place to me. Also I think you're lighting is a little too functional. Try to add more contrast and move the lights around so they highlight the brushwork better.
Posted by Crono on Sun Oct 3rd 2004 at 5:01am
It's probably clipped though.
I think overal it just needs some more interesting textures, because the architecture looks decent enough. [addsig]
Posted by Spartan on Sun Oct 3rd 2004 at 2:12am
The first shot looks like it would be easy to get stuck on the walls.
Posted by ReNo on Sat Oct 2nd 2004 at 10:22pm
The new shot is definately an improvement, however that blue spotlight texture on the left is awful when made that obvious. Check out ~spotblue for a slightly nicer blue spotlight. That said, I don't think either will look good in this scenario.
[addsig]

