Map Screenshot
auslander
Join Date: 2003-04-18 Member: 15635Members
just wanted to get some opinions on this shot, seeing as it is my first attempt at a map for NS. spent a few hours working on the detail of this hallway. the ends of the hallway are just capped as there are no rooms yet!
Auslander
Auslander
Comments
currently the lighting only consists of some orange light ents below the grating and some faint blue lights down the center to give some light from the 'plasma'. the lighting does need some work. i think some sort of recessed floor lighting would work well in this scene.
i'll work on it and post some shots.
thx for the input.
Auslander
just cover a lot of the sky in ship hull. That's what I'm doing in my current map.
Looks awesome btw. What are r_speeds?
Add light_spot entities coming from the top of the arches and aiming at the grating.
The effect is very nice.
Make the rest of your map, and put in a large skybox around it.. but careful around the r_speeds!
wpolys are around 530 max. kinda high eh?
note: the shot is a little brighter than in game. i upped the brightness so you could make out more in the shot.
ie, in lights.rad, i have the following:
EMERGLIGHT 255 200 100 50000
in test.rad, i have:
EMERGLIGHT 255 200 100 50
any ideas?
Brillant corridor btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
"Sweet"
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
thx! will do.
Brillant corridor btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
sorry, i should have stated that i originally copied valve.rad to lights.rad and put the lights.rad in the ZHLT folder.
lights.rad works. if i change values in it, they do take place in the map.
quoting <a href='http://collective.valve-erc.com/index.php?doc=1037470021-37580600' target='_blank'>this</a> article on VERC:
<!--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-->
There are three types of RAD file: lights.rad, a global RAD file; designer.rad, a user-specified RAD file; and levelname.rad, a RAD file that is automatically parsed if it exists in the same folder when compiling a map of the same name. The designer.rad supersedes the lights.rad, and the levelname.rad supersedes the designer.rad, in case a texture is specified in multiple files.
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however, i am not seeing this 'superceding' taking place.
try it with some red lights, but this looks actually very good!
If you have vis blocking walls perpendicular to the ends of the hall (basically forming T-sections with the hall you've already created as the vertical part of the T) you might be able to finish that view without going over 700 wpolys, but it'll probably be close once you start building the level exterior into the skyline.
You might need to use advanced techniques (e.g. use a model and a flat null textured surface instead of regular brushwork for the station exterior) to stay under the limits. I assume you've already used the null texture on every surface of that glass except the faces that are turned toward the corridor... If you haven't, it should drop your count a bit when you do.
Since HL is no high end engine try to make curved surfaces less curved OR make some of that curves covered with infestation OR make the ceeling less detailed in geometry. You dont need to see the rings in the ceeling for example.