Brasso's Butchery (working)

Brasso's Butchery (working)

Re: Brasso's Butchery (working) Posted by Dr Brasso on Mon Jun 20th 2005 at 3:18am
Dr Brasso
1878 posts
Posted 2005-06-20 3:18am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
just a couple screens of a work in progress, working title Brasso's Butchery....industrial HL2DM, been a tinkering toy for a couple weeks......pretty powerful engine dudes.....get creative.....egads!

User posted image

[simg]http://www.snarkpit.net/pits/dr_brasso/al_a_space010003.jpg [/simg]

wish i had more time to fork out... :/

Doc Brasso... :dodgy:
Re: Brasso's Butchery (working) Posted by Addicted to Morphine on Mon Jun 20th 2005 at 3:51am
Posted 2005-06-20 3:51am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
looks ok so far -- i like those stairs, although your crouching in the shots makes it hard to judge the step heights...

maybe its just me but that first shot is horribly compressed and too blurry to make out much.

the blue lights look nice, and add some variety, but I don't see how they fit into the industrial theme..?
Re: Brasso's Butchery (working) Posted by Dr Brasso on Mon Jun 20th 2005 at 4:34am
Dr Brasso
1878 posts
Posted 2005-06-20 4:34am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
? posted by Addicted to Morphine
the blue lights look nice, and add some variety, but I don't see how they fit into the industrial theme..?

? posted by Dr Brasso
"been a tinkering toy for a couple weeks....." :wink:

havent had alot of time to get deep into this engine yet, but im working on it....and i havent posted anything lately, need to boost the count ... :heee:

Doc B... :dodgy:
Re: Brasso's Butchery (working) Posted by G4MER on Mon Jun 20th 2005 at 4:37am
G4MER
2460 posts
Posted 2005-06-20 4:37am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
WHY cant I get my lights to look like that.. BOO HOO HOO..
Re: Brasso's Butchery (working) Posted by Cassius on Mon Jun 20th 2005 at 6:36am
Cassius
1989 posts
Posted 2005-06-20 6:36am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
I love you, Doctor Brasso. In an odd way, the screenshots bring back memories of the section of Opposing Forces where you first encountered Alien Slaves - and that's a good thing.
Re: Brasso's Butchery (working) Posted by Orpheus on Mon Jun 20th 2005 at 9:14am
Orpheus
13860 posts
Posted 2005-06-20 9:14am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Don't cheat yourself Doc. Keep the images at or around 80k..

As to the pic's. I love the architecture, but the lights.. colored lights that beam that far have some reflective qualities. I mean, if you had a beam that far, it would blur into the surrounding area.. All I see is beams in a room with white light.

Course.. I dunno it is possible to get it to blend real natural.. shrugs

/me really likes architecture.. How's the FPS in there?

The best things in life, aren't things.
Re: Brasso's Butchery (working) Posted by Crono on Mon Jun 20th 2005 at 9:34am
Crono
6628 posts
Posted 2005-06-20 9:34am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Those lights can stay, it'd just be a good idea to put some wall fixture lights in for the overall ambient white light that is filling the room.

Looks good though. However, those pipes are hideous.
Blame it on Microsoft, God does.
Re: Brasso's Butchery (working) Posted by habboi on Mon Jun 20th 2005 at 10:06am
habboi
782 posts
Posted 2005-06-20 10:06am
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
That is very well done!
Very ummm metaly :biggrin:

Just add more arches and more 3D objects on the walls and i'm happy :wink:
Re: Brasso's Butchery (working) Posted by Pureferret on Mon Jun 20th 2005 at 10:57am
Pureferret
27 posts
Posted 2005-06-20 10:57am
27 posts 13 snarkmarks Registered: May 3rd 2005
Mmm..... Industrial goodness......

The whole metally pipes and stuff looks nice! Keep at it.
Re: Brasso's Butchery (working) Posted by Jinx on Mon Jun 20th 2005 at 12:54pm
Jinx
874 posts
Posted 2005-06-20 12:54pm
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
Looks cool, but those screenies are horrid. Use jpgs, and keep them 800x600 or smaller, but you don't have to go overboard on the compression. Most of us have broadband, and you were only showing two screenies in any case.
Re: Brasso's Butchery (working) Posted by Dr Brasso on Mon Jun 20th 2005 at 1:31pm
Dr Brasso
1878 posts
Posted 2005-06-20 1:31pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
interesting comments so far....as i say, this is just a tinkertoy at this point....but some good points have been raised....keep em coming... :wink:

<DIV class=quotetitle>? posted by Jinx</DIV>
<DIV class=quotetext>Looks cool, but those screenies are horrid. Use jpgs, and keep them 800x600 or smaller, but you don't have to go overboard on the compression. Most of us have broadband, and you were only showing two screenies in any case.</DIV>

these are at 800 by 600 jinxy, and all i did was run em thru psp9 to resize em...35 k....and i dont see what the beef is with the size and compression.....they look crystal clear where i sit....* scratches head...

<DIV class=quotetitle>
<DIV class=quotetitle>? posted by Crono</DIV>
<DIV class=quotetext>Those lights can stay, it'd just be a good idea to put some wall fixture lights in for the overall ambient white light that is filling the room.
Looks good though. However, those pipes are hideous.</DIV>
<DIV class=quotetext>yeah, its pretty raggety in some aspects....this engine can be a bitch to get out of it what you want.....alot of trial and error, and test rooms... :lol: </DIV>
<DIV class=quotetext>btw....those "pipes"are stock models.....nice to know innit??.... :grenade: </DIV>
<DIV class=quotetext></DIV>
<DIV class=quotetext>? posted by Orpheus
</DIV>
<DIV class=quotetext>How's the FPS in there?</DIV>
<DIV class=quotetext>running about 35 to 45 constant in there jon....seems to be pretty smooth on my old 1.4 ghz s**tbox..... :heee: </DIV>
<DIV class=quotetext></DIV>
<DIV class=quotetext>
<DIV class=quotetitle>? posted by MoneyShot</DIV>
<DIV class=quotetext>WHY cant I get my lights to look like that.. BOO HOO HOO..
</DIV>dude, if i can do it, you sure as hell can......trial and error bud....and tylenol.. :wink: </DIV>
<DIV class=quotetext></DIV>
<DIV class=quotetext>
<DIV class=quotetitle>? posted by Cassius</DIV>
<DIV class=quotetext>I love you, Doctor Brasso. In an odd way, the screenshots bring back memories of the section of Opposing Forces where you first encountered Alien Slaves - and that's a good thing.</DIV></DIV>
<DIV class=quotetext>s**t.......time to scrap it now..... :rofl: /////***runs</DIV>
<DIV class=quotetext>good comments all gents ..........thanx</DIV>
<DIV class=quotetext>more to come as it warrants.....</DIV>
<DIV class=quotetext>Doc Brasso... :dodgy:
</DIV></DIV>
Re: Brasso's Butchery (working) Posted by BlisTer on Mon Jun 20th 2005 at 5:05pm
BlisTer
801 posts
Posted 2005-06-20 5:05pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Orpheus said:
the lights.. colored lights that beam that far have some reflective qualities. I mean, if you had a beam that far, it would blur into the surrounding area.. All I see is beams in a room with white light.
i agree, imo the blue beams could do with a little less beam length.

and moneyshot, its easy to do with point_spotlight, just set color, width and length and place it right. However, if you have intensive architecture etc, you have to go to the "flags" tab and switch on "no dynamic lighting" ! or else you will get horrible fps. i had this problem and it took me time and frustration to find out. why oh why didnt valve set it default no dynamics :sad:
These words are my diaries screaming out loud
Re: Brasso's Butchery (working) Posted by Dr Brasso on Mon Jun 27th 2005 at 5:26am
Dr Brasso
1878 posts
Posted 2005-06-27 5:26am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
entrance from cavern side...still tinkering....
User posted image

in the famous words of jimmy durante....."it needs ...alotta woik!"

User posted image

Doc Brasso... :dodgy:
Re: Brasso's Butchery (working) Posted by omegaslayer on Mon Jun 27th 2005 at 7:32am
omegaslayer
2481 posts
Posted 2005-06-27 7:32am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Maybe plop some wasteland rock models along the walls (experiment with
the skins 0, 1, 2, 3), it'll add some diversion to the walls. Even some
pipes along the top of it, to give the sence that there is a metalic
quality to where you are.

But it has a very quake/doom feel to it.

I like the lights, they sute the place well. Gives the place a nice glow to it.
Posting And You
Re: Brasso's Butchery (working) Posted by Agent Smith on Mon Jun 27th 2005 at 9:18am
Agent Smith
803 posts
Posted 2005-06-27 9:18am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Have you displaced those rock tunnels Dr, they look really square. If you haven't its pretty easy to do, and looks really good.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'