Generally iam trying to improve my mapping skills i would be gratefull for abit advice on the map. Ive just started making basicially its plains are to be a supermarket callled tesco. It consists of a car park underneath the shop and elevators and lifts up to the shop floor. At the moment ive bult a basic structure of the car park and need to work on it further just send your ideas and advice.Also if you know slough thats great youll know the setup of the tesco building.
Capatain thanks for the advice i worked a tiny bit on the supports on the ceiling and changed it and had a fairly good outcome. As you said the connection between the supports and ceiling need sorting.Changing the texture going to help and some pipe work should work.
What caught my attention in those shots is that there's a lot of odd brushes there. A lot of oddly angled brushes on those support pillars. Their texturing isn't great and their lighting isn't either.
I feel there's too much detail put in the support pillars but the rest of the ceiling has to do with virtually nothing. That's outbalanced. Some air vents and support beams would fit there. As for the parking space, I think most detail can be achieved with textures there - sinkholes, drawn lines and arrows, that sort of stuff. Some signs here and there and not to forget: cars.
And change the lighting. I can't remember having seen such a bleu underground parking lot in ages. They're usually either yellow or whitish. Bleu on grey looks washed out, too (or however you say it).
Nothing that exciting but i did muck around with the chop setting on hlrad.exe in hlcc compiler and sorted something out.Ill looked on a good website ttp://www.zhlt.info/command-reference.html which help with some of the setting and commands in hlcc.Ill also have a look into this sparse setting in hlrad.exe. Thanks for the advice abit of work hads been done its starting to look abit like i want it to now got to keep exploring and trying.
Check up on the HL editing forums search - i'm pretty certain max
patches has been done before. AFAIR, it's to do with face counts OR
light_ entities on a solid surface.
As has been said you're handling architecture nicely, in terms of
creating a nice looking room - now its all about reducing that room to
the smallest number of shapes possible.
Clean, and efficient mapping is second to architecture control in my
view, because it allows you the freedom to add minor details (ie 1/2
brush size).
Being having problems with hlrad telling me too many patches MAX_patches something to do with to many surface which does my head in.How do i go about this because you know its tesco by time on work on the building theys going to be alot of surfaces and sides etc. Any advance or tutorials for this fault and what causing the compiler like hlbsp to say inlegal operation the most god crap ever.
Gorami, it looks like you have a lot of brushes poking through one
another, particularly the angled walls in the second shot. With
vertex manipulation and the clip tool you shouldn't have sloppy
brushwork. Also, it seems like your solids aren't aligned.
What grid size are you working on?