Re: dm_Petrol
Posted by Hugh on
Fri Nov 19th 2004 at 9:53am
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Well I like #1 and #4, but maybe just 'cause... I can see a bit better in them. Anyway, good stuff <3
Re: dm_Petrol
Posted by RacerX on
Fri Nov 19th 2004 at 8:38pm
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Looks spooky, is that what you intended or is it just part of the lighting problem? Cant wait to play the mod, is there a url for HL2DM? Keep the good work going!
Re: dm_Petrol
Posted by Spartan on
Sat Nov 20th 2004 at 5:13am
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Pic number 2 and 3 look too dark. I really like 4 though but you will still need to do a lot more with the lighting. HL2DM probably has the best graphics and level detail for a game where you run around spraying and praying.
Re: dm_Petrol
Posted by RacerX on
Mon Nov 22nd 2004 at 8:25pm
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Wow! Looking 10x better than before. Keep it up!
Re: dm_Petrol
Posted by SWATSiLeNt on
Thu Nov 25th 2004 at 5:41am
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On picture #4 you used a vent texture for a pillar type thing. But still this is well within the bounds of great architecture. nice work
Re: dm_Petrol
Posted by Spartan on
Mon Dec 6th 2004 at 10:03am
Posted
2004-12-06 10:03am
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Your map looks like fight scenes taken from the Matrix films.
Re: dm_Petrol
Posted by Hugh on
Mon Dec 6th 2004 at 10:38am
Posted
2004-12-06 10:38am
Hugh
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/me wonders if that's a good thing for the Monkeh. Excellent work Mr. Monkeh but I've already told you that.
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Sry to here about the jackass...the maps looking nice though
Re: dm_Petrol
Posted by ReNo on
Mon Dec 6th 2004 at 9:23pm
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Wow, some very nice stuff in there! I think your interior lighting is
pulling down your architecture by being too flat and without contrast,
and a few of the outside buildings look a little awkwardly shaped, but
otherwise its looking very very good. Can't wait to test this one :smile:
Re: dm_Petrol
Posted by Bantam on
Mon Dec 6th 2004 at 9:45pm
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Is it just me, or does being smited down with a thousand virgins sound quite nice?
Anyway, nice map. I can kind of see that the 4th and fifth screens do
look a bit like the rooftop scene in the Matrix when Neo swings about
on a pole a bit.
Re: dm_Petrol
Posted by Crono on
Tue Dec 7th 2004 at 1:27am
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? quoting Cassius
? quoting Spartan 34
I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm
That wouldn't be so bad.
No, it wouldn't.
I should disagree with you more often.
Re: dm_Petrol
Posted by ReNo on
Tue Dec 7th 2004 at 7:01am
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Its the sides of the white building that get me the most, it ends too abruptly or something.
Re: dm_Petrol
Posted by Cassius on
Tue Dec 7th 2004 at 3:33pm
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The only parts I don't like are the indoor parts. I suppose I would have to walk around in it to really give a clear answer, as neither of the shots for the area paint a good picture of what it looks like in their, but the lighting looks kind of fuzzy and badly colored from the screenshots. Otherwise, it looks great, the first good competition entry I've seen.
Re: dm_Petrol
Posted by pepper on
Tue Dec 7th 2004 at 3:42pm
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congratulations on behalve of the RUST Gamdesign staff. you won whit a majority :smile: good to see this map is going somewhere.
Re: dm_Petrol
Posted by Yak_Fighter on
Tue Dec 7th 2004 at 4:55pm
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If you can, I'd suggest having smoke coming out of those smokestacks. It would add to the atmosphere and make the place look even more 'alive'. I know there's an entity for this specific purpose, but I forgot what it was called...
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env_smokestack.
I had them up there but forgot to set 'starts on' so they're a bit b0rked atm.
Posted
2004-12-07 10:30pm
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I'd planned for a refinery-type setting with all the pipes and such. I'm thinking I'll expand the area behind the building to have a little courtyard type thing so it forms sort of a U shape when looked down upon from above, then I can have some interesting theme with the pipes going on there.
Re: dm_Petrol
Posted by Night-Wolf on
Tue Dec 7th 2004 at 11:21pm
Posted
2004-12-07 11:21pm
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Alot of pipes might slow things down quite a bit? How the hell do you bend pipes anyway?
Re: dm_Petrol
Posted by satchmo on
Tue Dec 7th 2004 at 11:32pm
Posted
2004-12-07 11:32pm
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Most of the pipes can be made as models, so it shouldn't be too costly
to render. The select few that are interactive (i.e. explode and
spew steam and such) shouldn't be too much for Source to render.
I think it's entirely feasible to make a refinery, especially with the artistry of Rabid. :smile:
Re: dm_Petrol
Posted by satchmo on
Wed Dec 8th 2004 at 4:23am
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Wow, Rabid. Those pictures of pipes are just beautiful. Sometimes man-made objects can have a strange aesthetics of their own.
Gotta be so careful with those files you have. Don't want them to end up in the wrong hand again.
Re: dm_Petrol
Posted by Junkyard God on
Wed Dec 8th 2004 at 8:33am
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Images don't works anymore?? :S
Re: dm_Petrol
Posted by $loth on
Thu Dec 9th 2004 at 8:34am
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Got a good feel there, not sure about the plain steel texture though, but will have to wait for in game screenie.
Re: dm_Petrol
Posted by Leperous on
Thu Dec 9th 2004 at 11:43am
Posted
2004-12-09 11:43am
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Huzzah, he can use the chapters function! :biggrin: It's looking good though.
Re: dm_Petrol
Posted by ReNo on
Thu Dec 9th 2004 at 2:32pm
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Wow, this does look very nice. I hope your interior lighting is a bit
nicer than in the other area - use less white and try and give each
light more direction and purpose so you don't floor out the area (which
I thought you had done in the earlier interior). Certainly has
potential though, can't wait to see it in game!
Re: dm_Petrol
Posted by satchmo on
Sat Dec 11th 2004 at 11:34pm
Posted
2004-12-11 11:34pm
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Looks really nice, as usual.
Some lighting is necessary down in the forest of pipes, otherwise it's a bit too shadowy. What about the number of pipes? Perhaps a bit more?
Re: dm_Petrol
Posted by ReNo on
Sat Dec 11th 2004 at 11:39pm
Posted
2004-12-11 11:39pm
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It does look bland, but nothing that lighting shouldn't fix in
my opinion. Once you get that sorted out and have a splash of colour
and contrast, I think it should look dandy :smile:
Re: dm_Petrol
Posted by RabidMonkey777 on
Sat Dec 11th 2004 at 11:39pm
Posted
2004-12-11 11:39pm
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I shall add more, eventually - Just experimenting with lighting, atm. I'll probably just flood it with some prop_statics with pipe props, or some smaller func_detailed, low-poly pipes.
There will be some red lighting in teh pipe maze, I added the lights but for some reason they didn't appear.
Re: dm_Petrol
Posted by ReNo on
Sat Dec 11th 2004 at 11:44pm
Posted
2004-12-11 11:44pm
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Go with props as often as possible, they are far cheaper performance wise.
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But not as customizeable :sad:
I've been using brushes for those large pipes since they need to be in forms that no props are, and then building some geometry around the smaller prop_ pipes.
I'd make my own props, but Softimage won't even run on my computer since the screen is too small D:
Re: dm_Petrol
Posted by satchmo on
Sun Dec 12th 2004 at 3:31pm
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I think it's crazy for the model editor to require such a ridiculously
large screen to run. I wonder whether there is a way to get
around that (like a "lite" version). I'll look for it...
Re: dm_Petrol
Posted by ribbz on
Mon Dec 13th 2004 at 2:31pm
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Not sure if it would be a good idea to loose the outside scenes.
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They've been modified from their original iterations, the version you see in the screenshots is what the outdoor area will look like in the final ver, for the most part.