BM sewers

BM sewers

Re: BM sewers Posted by darklord51 on Wed May 17th 2006 at 11:26pm
darklord51
28 posts
Posted 2006-05-17 11:26pm
28 posts 23 snarkmarks Registered: Nov 4th 2004
ok here it is the reason for all my 'stupid' question filled posts lol ...

its not quite finished yet, i still need to add weapons and rechargers and maybe the odd booby trap or 2 as well as sorting out the lighting but all in all im quite happy with it .... im thinking of extendin the lower tunnel section and making it flood-able ***poor trapped sobs*** well judge for selves

***Map overview***

User posted image

***now did he say left left right or right left right :S***

User posted image

*** this has to be the major prob area ... im trying to go for an old roman type cystan chamber ... but i get alot of short xx surface reports :sad:

User posted image

***arnt turbines a real drag ... i think i might put something temping down here, i also need to put in a stop switch for the more Health and safty aware players :cool: ***

User posted image
Re: BM sewers Posted by Mr.INSANE on Thu May 18th 2006 at 1:47pm
Mr.INSANE
156 posts
Posted 2006-05-18 1:47pm
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
looks pretty nice actually
Why Do we all have to wear these ridiculous ties
Re: BM sewers Posted by Pvt.Scythe on Thu May 18th 2006 at 2:26pm
Pvt.Scythe
730 posts
Posted 2006-05-18 2:26pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
I see that your pipes are "tied to world". Consider making some of them in problem areas as func_walls
as they don't split up the faces they intersect(Entities against world
doesn't cause face splitting.). Next time you post pictures turn on the
r_speeds(type r_speeds 1 to the console) and put -dev to the commandline( "blabla\HL\hl.exe -dev"). The if the w_poly
value goes over 800 it means that not all faces are drawn in software
mode. It's also a very good guide on how well some areas work, speed
wise.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: BM sewers Posted by ReNo on Thu May 18th 2006 at 2:33pm
ReNo
5457 posts
Posted 2006-05-18 2:33pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
If you can, you should really be running HL in OpenGL mode rather than Software mode - it makes things look a whole lot better.

I think there are two main problems with this map - the first is the lighting (it needs some!), and the second is the texture repetition (it needs less!). Try and find textures more suited to the walls than those floor textures you are using - they can work as wall textures occasionally but when used as much as you are using them it looks pretty bad. Once you get lighting in it will also make a huge difference, so make that a priority :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: BM sewers Posted by Gwil on Thu May 18th 2006 at 2:34pm
Gwil
2864 posts
Posted 2006-05-18 2:34pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
You have a leak in the map - or, you forgot to run RAD. The lights aren't
working properly and the level is being lit "fullbright" (which means
everything is illuminated to the same level). Perhaps you can post your
compile log here so we can see why that is.

You seem to have the basics of building worlds under control - now you
need to work on detailing, and especially getting those lights working.
A commendable first effort but it still is very basic and needs lots of
work. Do you have a download we can look at?
Re: BM sewers Posted by darklord51 on Thu May 18th 2006 at 3:33pm
darklord51
28 posts
Posted 2006-05-18 3:33pm
28 posts 23 snarkmarks Registered: Nov 4th 2004
as i said im still workin on lighting ... tring to figure tht bit out acctually :$ but at his point im more concernt about getting all my fuctions to work and actually being able to see them ... as for texture, well i never was much good at it but for the most part the main probs is still the main hall :S ... i juct cant get the look im going for :sad: ... ive tried to make it less open, by slipting it up with small chambers, but i think its more about findin the right texture thats work.

*** hammer seems to stop responding when i try to compile with the rad option :S ***

for get tht ... it just takes a very long time :rolleyes:

<div class="abouttext">Message submitted 45 minutes after original post:</b></div>
well i got the lighting sorted just needs tweekin abit, but this came out well

User posted image

this is still a problem area ... unfortunatly i can only run hl on software .. non of other options seem to work

User posted image

this area at the top seems to have the highest r-speeds i take it thts a bad thing lol ... it jumpped to 3 figers at some points but remained between 8 and 12 for the most parts

User posted image

as for a download once i get some weapons and add a few more lights im sure i can manage tht
Re: BM sewers Posted by Elon Yariv on Thu May 18th 2006 at 8:28pm
Elon Yariv
130 posts
Posted 2006-05-18 8:28pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
The walls are really bland. Add support beams(look in the generic textures for 2 nice rusty beam textures) along them.
Elon Yariv
Re: BM sewers Posted by darklord51 on Thu May 18th 2006 at 8:44pm
darklord51
28 posts
Posted 2006-05-18 8:44pm
28 posts 23 snarkmarks Registered: Nov 4th 2004
is tht for cystan or the tunnels ???

the tunnels i may put signs up or odd rotten box, as for the cystan well i just can find a look like :rolleyes: maybe some beams for roof support
Re: BM sewers Posted by darklord51 on Fri May 19th 2006 at 1:48pm
darklord51
28 posts
Posted 2006-05-19 1:48pm
28 posts 23 snarkmarks Registered: Nov 4th 2004
ok it might take longer then i thought to finish it ... im having problems compiling the map with the rad option .... i now get, Error: Exceeded MAX_PATCHES

heres the compile log, hope it means somthing to some1 so i can fix the prob

----- BEGIN hlrad -----
Command line: D:PROGRA~1Hammerhlrad.exe E:SIERRAHalf-Lifegearboxmapssewers

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

10252 faces
Create Patches : 67818 base patches
0 opaque faces
689598 square feet [99302208.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Re: BM sewers Posted by darklord51 on Wed May 24th 2006 at 11:41pm
darklord51
28 posts
Posted 2006-05-24 11:41pm
28 posts 23 snarkmarks Registered: Nov 4th 2004
Ready to download, by all intensive perpuses the maps finished however ive marked it as 95% complete because theres still room for develpoment ... depending arse-a-bility on my part ... just incase ur like me and cant find the link then heres a quick link to the download site http://www.snarkpit.net/maps.php?map=2549 ..

enjoy