Re: The Hive
Posted by 7dk2h4md720ih on
Sun Mar 7th 2004 at 12:11am
Posted
2004-03-07 12:11am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
If you're serious about this as a project, I'd suggest getting a texture artist to help you out. Your architecture is fine, but the bland textures let it down. Nice work so far, hope you see it through.
If done nicely, that laser room from the film would make a nice puzzle-esque thing or even a cool scripted sequence.
Re: The Hive
Posted by Orpheus on
Tue Mar 9th 2004 at 10:52pm
Posted
2004-03-09 10:52pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
you cannot direct link to a geocities address..
Re: The Hive
Posted by Myrk- on
Wed Mar 10th 2004 at 12:50am
Posted
2004-03-10 12:50am
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Darker boy! DARKER! Them zombies don't like the daylight you know!
Re: The Hive
Posted by Tracer Bullet on
Wed Mar 10th 2004 at 2:09am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Pretty much as others have said. your archatechture looks great, but those textures are terminaly insipid. More contrast, some colored accents.. ect.. it just isn't very interesting atm.
Re: The Hive
Posted by Smoke on
Wed Mar 10th 2004 at 3:57am
Smoke
member
19 posts
12 snarkmarks
Registered:
Oct 22nd 2003
Occupation: Jack-Of-All-Trades
Location: Ontario, Canada
Thanks for the advice guys, I think if I turn down the texture lighting a bit, it should create more contrast to the area, I still have to add the train, security booth and entrance into The Hive, along with some barrels, metal crates, and forklifts. If anybody has links to some better textures, it would be great if you could post them.
This is one of my first maps and I appreciate the constructive criticism. I'll keep updating the map profile as I complete and tweak the different sections of The Hive.
Re: The Hive
Posted by Yak_Fighter on
Wed Mar 10th 2004 at 4:35am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Oh man, I can only bet the r_speeds are sky high. What you have looks good, but I can almost guarantee you this will not be a playable map.
Re: The Hive
Posted by JFry on
Wed Mar 10th 2004 at 10:00am
Posted
2004-03-10 10:00am
JFry
member
369 posts
82 snarkmarks
Registered:
Mar 9th 2004
Occupation: Scumbag
Location: USA
I can only see the 1st and 3rd but they both look great. The first one could use some cool graffiti on the wall and have 1 of the lights flicker if you can afford a dynamic light there. The third pic looks great. In fact it looks too perfect. Have something to break up the linearity of it perhaps. Also some subtle highlights with colored texlights like a very light blue might look good here.
Re: The Hive
Posted by diablo on
Wed Mar 10th 2004 at 10:10am
Posted
2004-03-10 10:10am
diablo
member
189 posts
29 snarkmarks
Registered:
Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
I'm a fan of Resident Evil. Good luck to you! Hope it works out well. :smile:
Re: The Hive
Posted by Smoke on
Thu Mar 11th 2004 at 10:59am
Posted
2004-03-11 10:59am
Smoke
member
19 posts
12 snarkmarks
Registered:
Oct 22nd 2003
Occupation: Jack-Of-All-Trades
Location: Ontario, Canada
The Trainstation and Dining Hall B are going to be the largest area's with alot of detail. Since this is probably going to be transfered to Half_Life 2 I'm not to worried about the r_speeds. Right now I'm shooting for about 2500 w_poly, the main station in the pics is about 3000 w_polies, but I am going to try to optimize it the best I can. My computer is an HP 500Mhz, 256MbRAM, with an Intel 10Mb Video accelerator and it runs smoothly in GL. It however, will not run in software mode. Does anybody know of some good train models??? That would lighten the w_poly hit quite a bit.
Re: The Hive
Posted by Gollum on
Thu Mar 11th 2004 at 11:13am
Posted
2004-03-11 11:13am
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
sigh
I really don't think it's a good idea to make a map for HL2 before the game is released. It's unlikely to transfer well.
It's rather like trying to make a rich, dark painting in watercolour and then "port" it to oil paints. They are different media; they require different techniques.
Either make a map that works within the constraints of HL1, or wait for HL2. What you have at the moment is a bad map for HL1, and realistically that's all it will ever be.
Re: The Hive
Posted by fishy on
Thu Mar 11th 2004 at 12:02pm
Posted
2004-03-11 12:02pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
i do believe that its only the basic world geometry that you will be able to port to hl2. all of your textures will need to be re-done, as will every entity(point and world)
so if you were to delete all your point entities, and move all your brush entities back to world brushes, then retexture everything with aaatrigger, you will be left with what can get ported.
which wont be much. :sad:
Re: The Hive
Posted by Gollum on
Thu Mar 11th 2004 at 2:11pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
Smoke, you can take my advice or leave it. It happens to be very good advice, from someone who knows about pushing a game beyond its normal limits. But it's up to you.
Go ahead and prove me wrong; until you do, I maintain that this method of mapping is a grand waste of your time.
Re: The Hive
Posted by Gollum on
Thu Mar 11th 2004 at 3:02pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
Well, if you can get the r_speeds low enough, it will work fine for HL. Good luck; the sooner you cut down on polygon counts, the more likely it is that they will be low enough in the final version. If you leave the r_speeds reduction until the last minute, then you may have to start all over again (there's only so much you can get from tweaking; already you are thinking about rebuilding some architecture).
And thanks for your kind offer, but sadly spliffs and essays about modal quantification don't go well together :biggrin:
Re: The Hive
Posted by Orpheus on
Thu Mar 11th 2004 at 3:05pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
speaking as someone who has had to repeatedly re-texture other peoples maps on several occasions, i can tell you this... not making a map for HL2 on the pretense that you might have to re-texture it is a poor choice, it can be done, and would be easier since its your map to begin with, i have re-textured several maps in the past 5 years, and none of them were my creations, it was tedious, but not overwhelmingly so.
the stolen alpha hammer has the option of, using the HL2 materials wads, or the HL1 wads, by simply clicking it into the path.. maybe the released version will too.
as to the engines ability to render, it is on several magnitudes greater than HL1 in its ability to draw without slowing down, but no where near U2's ability, as per the alpha, which i suspect, consist of maps not fully compiled properly, so the engine works harder than necessary.
even if porting ends up being a chore, IMO its worth the effort, if you bare in mind some bits of info..
1) the entities will not be the same.
2) the materials will have alternate settings, to allow for wood to act like wood, stone like stone, and steel as steel.. you will need to render these once its ported.
3) from what i have seen, large portions of the HL2 maps are not constructed from world solids as in HL1, you may be forced to reconstruct things such as stairs and brick-a-brack, in order to render a quality release.
anywho's even if i am wrong on all counts, any mapping at all, is good mapping.. keeps those creative juices flowing so to speak..
/ 2 cents
Re: The Hive
Posted by Jinx on
Thu Mar 11th 2004 at 5:25pm
Jinx
member
874 posts
692 snarkmarks
Registered:
Nov 27th 2002
Location: Ohio
that last pic is just great. they are right about the textures, but the architecture is sweeeeeett
Re: The Hive
Posted by 7dk2h4md720ih on
Thu Mar 11th 2004 at 7:49pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
If you're not doing any of the above ground parts you could create a pure white sky and use that to texture the those lights about the pillars. It'd mean you have no texture lights being split up and increasing poly's. Just a thought.
Re: The Hive
Posted by ReNo on
Sun Mar 14th 2004 at 6:48pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Well I think most of the comments here have been incredibly harsh - I must say as a map at the beginning of your level design life its extremely impressive.
1500 w_poly however, is much too high for what you have here. 24 sided cylinders, is miles more than you will ever need, 16 is the most you should ever go for in normal circumstances.
While most people have criticised your choice of limited textures, I think it works to your advantage. What I found striking about that particular set in the film was the material simplicity. The stylised architecture complete with clean materials is extremely atmospheric and personally I think you have done a reasonable job of capturing that. Rather than just use texture lights I suggest you play around with light_spots to achieve the pools of light below the pillars like in that photo. Get new crate textures, vary your concrete textures slightly, get your extra details in (handrails etc...) and I think you will be doing yourself proud at your current experience level.
DO try and lower w_poly to below 1000 though, what you have here does not merit higher.
Re: The Hive
Posted by ReNo on
Sun Mar 14th 2004 at 7:53pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I just noticed you are using hi-res textures, above 256x256. Generally this isn't recommended, as it could cause issues on older systems, so you might want to consider resizing them in Photoshop / PSP / paint / wally.
Re: The Hive
Posted by scary_jeff on
Sun Mar 14th 2004 at 9:15pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I say well done Smoky. I think your map looks very nice, and considering you want to release it for HL2, I don't see how it's overly ambitious for that engine (based on the hl2 video clips). It looks like you have spent a lot of time on it, when I saw your concept picture my first thought was 'wow', because I thought that was taken in game! haha :smile: It doesn't look like a box full of pilars to me at all.
Re: The Hive
Posted by 7dk2h4md720ih on
Mon Mar 15th 2004 at 5:26pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Anyone else really like the stairwell? :smile:
Re: The Hive
Posted by ReNo on
Tue Mar 16th 2004 at 12:34pm
Posted
2004-03-16 12:34pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
The stairwell is probably the most impressive shot actually, I forgot to mention it as I was looking at the posted screenshots rather than those ones. It is really nice in terms of brushwork, though I must admit I don't recall the area from the film. Is it just an area you designed yourself smoke?
Re: The Hive
Posted by Smoke on
Tue Mar 16th 2004 at 7:41pm
Smoke
member
19 posts
12 snarkmarks
Registered:
Oct 22nd 2003
Occupation: Jack-Of-All-Trades
Location: Ontario, Canada
The stairwell is an area that I designed myself to fill in some of the gaps. It is intended to connect some of the office zones in the upper levels of the Hive. The movie gives me some good areas to work with, but the bulk of the Hive wasn't shown in the movie and will have to be designed and built. This project gives me a lot of sets that will be based from the movie, as well as a lot more that will have to be designed from scratch.
Re: The Hive
Posted by Smoke on
Wed Mar 17th 2004 at 7:03pm
Smoke
member
19 posts
12 snarkmarks
Registered:
Oct 22nd 2003
Occupation: Jack-Of-All-Trades
Location: Ontario, Canada
I just finished tweaking the pillar lights to turn on in sequence as the train enters the station. It is only availiable in Spirit. I ran into the "too many direct light styles" error and was forced to have three seperate portions turn on as you pull in. I would have liked to have each row seperately turn on like in the movie, but I am forced to group a couple rows together due to the engine limitations. I have wondered wether there is any way to increase the light style limitation? In any case its beginning to come together, I cut the w_polies in half with more efficient pillar and wall accent lighting designs and reworked the subway tunnel entrances to look better and eat up less w_polies. I should have an example map to download soon.
Re: The Hive
Posted by Smoke on
Wed Mar 17th 2004 at 7:03pm
Smoke
member
19 posts
12 snarkmarks
Registered:
Oct 22nd 2003
Occupation: Jack-Of-All-Trades
Location: Ontario, Canada
Does anybody know where to get good detailed crate and barrel models, I have very few spare w_polies and I want to put a lot of supplies and whatnot for the atmosphere of the supply bay. To do it with regular world brushs would just add to the r-speeds that are already pushing 1400 to 1500 w_polies.
Re: The Hive
Posted by 7dk2h4md720ih on
Thu Mar 18th 2004 at 1:23pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Not sure where you'd pick up some public crate and barrel models.
Ask your light styles question in the editing forum though, you'll be sure to get a response then.
Re: The Hive
Posted by ReNo on
Thu Mar 18th 2004 at 4:14pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Search for "the doener king", I don't know the exact URL but he has a lot of models on his website. Not sure if there will be anything of use for this particular need but as far as I know its the largest repository of world models for HL around. Oh and the website is mostly in german, so finding models may take some trial and error :smile:
Once you get a beta version of the map online I'm sure a lot of folks will be able to offer advice on lowering w_poly without changing much in the way of appearance.
Re: The Hive
Posted by Myrk- on
Thu Mar 18th 2004 at 4:27pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Theres links to his stuff on this website in the prefab section or model section or something... I know theres links and stuff on this site.