First Attempt

D2AGOND2AGON Join Date: 2003-06-13 Member: 17358Members
<div class="IPBDescription">Ready room screenshot</div> Ok...basically I am new to mapping and just started learning this week.
I made this ready room this evening.

<img src='http://www.geocities.com/carpdady/test.JPG' border='0' alt='user posted image'>
If that doesnt work
<a href='http://www.geocities.com/carpdady/test.JPG' target='_blank'>link</a>

The names are sprites that I made freehand..should I just type them?
I kinda like the lighting...but am open to comments
I didnt finish the railings becasue I am too tired and the alien skin on the floor is just a placeholder.

There isnt much to comment about but this is my first attemp and it is only gets 115 r_speeds which is a lot smaller than I thought which gives me hope for future mapping... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

Comments

  • D2AGOND2AGON Join Date: 2003-06-13 Member: 17358Members
    Oh yeah...Is there an easier way to making the railing texture work than moving its position....and I know the floor texture is kinda off...looking at it now makes me embarrased <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    You can select the brushes with the rail texture, and mess around with the Texture Coordination Tool until you get a desired texture alignment.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Looks good for your first room. The sprites are ok, though I would recommend making the background transparent. (I'm not an artist though so don't ask me how, I think you use color 255 which is usually pure blue). The lighting looks nice, you've got ok contrast though you might want to add little light-textured panels to show where the light is coming from. R_speeds in the readyroom aren't that big a deal because there isn't going to be alot of fighting in there, unless you make some big rooms or have a lot of brush based details you should have to worry about them much anyway. I'm not sure what you're asking about the railing though.
  • D2AGOND2AGON Join Date: 2003-06-13 Member: 17358Members
    shadow..to make the sprite transparent you have to select the correct option in the sprite wizard. It is different than hammer entities and textures.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Ah, I see. I haven't made any sprites myself so I simply assumed they worked like textures. I don't use Hammer though, Quark is much better <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited June 2003
    /me has added the rendermodes from Half-Life to QuArK <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> - though I could not get rid of the blue parts in {-textures <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> The source code is quite complex and the initial developer does other thigs now *sigh*

    If anyone knows some Delphi/Python programmers: They are always welcome to script plug-ins and help mess around with QuArK!

    The transparency option is in ver. 6.4 only and can be activated in Options -> Configuration -> Games -> Half-Life -> In OpenGL window, enable transparency.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    nice handwriting man!
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