Some Hivework
Cronos
Join Date: 2002-10-18 Member: 1542Members
<div class="IPBDescription">Your opinions</div> Just wondering if this hive I've been working on looks Good.
I'm toying with names at the moment, but Coolant Effluent Hive sounds good to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Screens below
I'm toying with names at the moment, but Coolant Effluent Hive sounds good to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Screens below
Comments
Every 256x256 texture gets split every 240 units.
Every 128x128 texture ALSO gets split ever 240 units.
Just try to map in multiples of 240 units for large areas, and you'll be fine.
As a side-note... USE MORE TEXTURES! Gah... that is so... so flat. =-.-= Sorry, just break things up, add some infestation, it's a very simple layout right now, ya' know? :-) Put some ledges, or change textures occasionally for some variance, stuff like that. =^.^=
Hrmmm, maybe some flushing pipes...
Does anyone know a good tutorial on how to do some decent looking wall-climbing infestation?
I can write you a tutorial on how to make the wall infestation. But.. It may take a while. I will add it here with pictures and good understandable txt when I'm done with it. Does it sound ok?
OK! First, you make or load up the room you want your infestation in.
The you choose the infested texture.
Now. Make a brush along the whole wall where you want the infestation
select the clipping tool. Clip it like this first:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall1.jpg' border='0' alt='user posted image'>
Now clip it like this:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall2.jpg' border='0' alt='user posted image'>
And like this:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall3.jpg' border='0' alt='user posted image'>
When you know have clipped it done, you select the vertex manipulation
tool and move the corners of the triangels in a way that does that the
triangles aren't all like. Like this:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall4.jpg' border='0' alt='user posted image'>
Now you see that each triangle has a diffrent size and form.
Here comes the most tricky part, to make it look good. First, you
select all the triangles that is in contact with the floor, and you put
them 96 units out from the wall, like this:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall5.jpg' border='0' alt='user posted image'>
Know do the same with all the triangles in contact with the ceiling:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall6.jpg' border='0' alt='user posted image'>
Know, with the vertex tool, make the triangles not go in a straight
line on the floor, something like this:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall7.jpg' border='0' alt='user posted image'>
Do the same thing in the ceiling.
After you now are done with the ceiling and floor triangles, make all
the triangles become "one part" with moving all the corners againts each
other with the vertex tool, and when you are done it will be something
like this:
<img src='http://www.csm.sndev.com/kabelen/pictures/infestwallguide/infwall8.jpg' border='0' alt='user posted image'>
If you know aren't happy with the result, you can work a little more
on it and see if it gets better, then I'm sure it will be fine!
I hope this is any help to you, 'cause I spent 3 quarters of my time off to write this for you.
Get it up on www.snarkpit.com, help some more mappars!
I'd resize it and add more detail.
All I need to do is manipulate the brushes correctly...
I also hit upon the idea of a broken catwalk, I'll try implementing them after breakfast, thanks for the help guys...
I did use the vertex manipulation as suggested but what came out would have scared moby **** from captain ahab, so I painfully deleted it and replaced it with the gensurf work.
I see that they run along the top of the pipes, you should make them still do that. Then, break at the near middle, resulting in a bit of the walkway hanging down, swaying a bit. Maybe with a bit of infestation on the end.
My prime goal at the moment is to make the back area look less bland, while at the same time trying to reduce the r_speeds.
Currently they peak at 1000 D: but usually average 600 - 800.
ND