Updated Andromeda Screens, Need Opinions

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Especially on the lighting</div> Let me know what i can improve here:

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    make the textures in the first shot much sharper. I almost got the impression I was looking at a screenshot of gl_maxsize_1 or whatever. So make them sharper! :F

    The second one is great.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I think what you said about the first picture is because of lighting, I can't make some of those textures much sharper without a horrible increase in r_speeds. Let me take a picture from a different angle after i manage to get vis running again. Its currently taking over an hour to vis the level, and I dont know why.
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    looks nice, although that first screenie looks like it's from an egyptian temple or something, doesn't really look "NS-y"
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    In the first screenshot, add four lights in each corner, which could be breakable.. :o

    Second screenshot looks fine to me.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Its supposed to look out of place on a spaceship, my level has more than 1 room that doesnt look like it belongs on a space station or space ship at first glance, but I'm staying in character while breaking out new ideas. You'll see what I mean when I get a screenshot of the Paradise Lost area.

    PS: Any tips to get vis to run faster? Thats the block to getting more done, at the moment.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    You mean VIS compiling? Try the -fast option for test compiles (but then r_speeds will be slightly higher, of course).

    And also, make sure you set up smoothing for RAD... those cylinders in the first pic look like that isn't enabled.

    You ARE using the latest build of Zoner's, right? Read up on the options, or get a front-end compiler for it.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    No, I mean I'm having problems with vis that aren't due to me being a newbie. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    90 minute vis compile for ONLY the leaf thread is not normal for a map with only 1 hive room so far. Something is wrong.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Maps with certain styles of complex architecture can take INSANE amounts of time for VIS. I had a large CS map I had made that was nearly complete, and the vis took only a few minutes, but with my first ns map I had a few hallways and rooms, and the vis took nearly 30 minutes (and it had leaf errors, too).

    There are ways to speed up vis, though... look at some online tutorials.

    If you can't find any good tips on your own, I'll give you a few hints later.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I found some tips, most arent working good for me tho. Here is another pic, a key room I'm sure will be a favourite of those with clausterphobia.
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