Some Hivework

CronosCronos 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

Comments

  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    It's so big! Every 240 pixels, hlvis splits up a brush surface. That means that every 256x256 texture that you use in your map will get sliced into four parts. So you might as well add some detail to your map by cutting the brushes of a large flat surface into pieces that are 240x240 or smaller, and using different textures on each one.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    try and vary the textures a bit, too much repetition can be a bad thing or a good thing, but its not so good here, try breaking it up with another texture or something.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Incorrect.

    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. =^.^=
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    My main problem would be keeping in line with the theme. Thats meant to be a coolant storage tank that flushes sludge through a network of vents. I'm not very good at handling infestation, and vertex manipulation was never my strong point.

    Hrmmm, maybe some flushing pipes...

    Does anyone know a good tutorial on how to do some decent looking wall-climbing infestation?
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Cronos, this is way low-detailed stuff, try and add the stuff you just mentioned.
    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?
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Here you go:

    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.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    That's a nice tutorial... Fairly simple, but nice all the same!
    Get it up on www.snarkpit.com, help some more mappars!
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Well, I guess since good infestation basically requires vertex manipulation you'll have a chance to practice both. I think mapping is more about bulldozing through your weak points with hours and hours of practice than it is avoiding them. In the end being good with vertexing will help you everywhere.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That hive room is way to big and has a lack of textures.
    I'd resize it and add more detail.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Thats a very excellent tutorial, the first three screens can be done automatically by a program called gensurf that I've got lying around,

    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...
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Some New shots, with some gensurf goodness in there.

    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.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    it's too wide open and empty. plus, it's using no lights right now, so It looks very plain.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    that hive brushwork is looking good though. now you just need to make it less a box and more a room. Starting out mapping is hard...and I don't think it ever gets easier to be honest.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    The bit with the walkways:

    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.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Perhaps, but it would look VERY odd with the walk ways going through the hive.

    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.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    remember to funk wall the ends of those pipes (leave a 1unit gap or make a 1unit funk wall) If you haven't already, just to stop too much cutting. Maybe decrease the size just a little, and less square, maybe more a randomish shape. And nah, mapping doesnt get any easier, but you just move on to harder things. Just make sure you enjoy, and do what YOU think looks good, thats the important bit, its all about having fun.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i suggest not showing any more pictures till u get some lighting done. It really does change the entire appearance of a room. Ive seen rooms with lots of tiled textures, but with the lighting, didn't look too bad.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    sorry to say, still looks kinda dull <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    whats with the door to nowhere between the pipes?

    ND
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Keep showing screenies, but yer, lighting can make a massive difference to a map. Remember contrast = good. Shadows and bright spots will totally effect the feel and make the size of the room change.
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