Okay Im almost done this area now (need to do the command center and an entrance to a hallway) but I’ll take a break from it and work on some other area of the map. I still have to mess with some of the textures and stuff but you get the idea.
Yes, the added orange lights rock, this area is truly amazing work. Leave it like this! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
is it just me or do most maps have that metal flooring with the safety bumps on it? I'm not saying that's a bad thing, but I've noticed that it's used alot. Perhaps overused? You be the judge, you are the master, but that's what I think.
Anyways, absolutely fantastic work. I like your architecture and your lighting very much. the addition of the orange lights adds some contrast to the lighting which in turn really adds to the overall mood of the map. Looks like it will be one of the maps to watch for. Any indication as to how far along this map is before completion, at least of all the architecture?
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Doesnt matter now that there is that new ZHLT tool that gets rid of the max_planes error. Except there still would be the problem of clipnodes.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
As far as I know, there's no way of getting past the (geometry-related) maximum planes limit - it's a hard-coded engine limitation.
You can get around a (lighting-related) hlrad MAX_PATCHES error using '-sparse', but that's something else entirely.
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i think it adds some much needed contrast and the two light colours add highlights to your architecture perfectly.
The ONLY thing you need to change is, as Ken said, the SIZE of the lights.
Keep 'em coming!!
Anyways, absolutely fantastic work. I like your architecture and your lighting very much. the addition of the orange lights adds some contrast to the lighting which in turn really adds to the overall mood of the map. Looks like it will be one of the maps to watch for. Any indication as to how far along this map is before completion, at least of all the architecture?
As far as I know, there's no way of getting past the (geometry-related) maximum planes limit - it's a hard-coded engine limitation.
You can get around a (lighting-related) hlrad MAX_PATCHES error using '-sparse', but that's something else entirely.