I'm no kfs, but....

LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
<div class="IPBDescription">Here's my best work to date...</div>OK, i know those r_speeds are _really_ high, I have some ideas how to lower it, but I'll do that after I get the rest of the map done.

Anyway, i'm just looking for some comments, sorry for starting another thread, but if hanz can get away with it... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    wow, I like that alot.  The metal look is really cool (I also happen to be listening to metal right now )
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    3rd and final...

    I know this one looks a little bland... anyone think some light spots on the walls would help?
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    26 views and only one comment.

    Anything?
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    that last shot looks... awefull. Really, it doent look realistic, it doesnt look deailed, it just looks there. the first one looked ok... but your going to get tons of comments on how you need to add more contrast with lighting, etc.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    r_speeds seem rather high did you VIS it?
  • Raptor6Raptor6 Join Date: 2002-09-15 Member: 1319Members
    Can you post some gl_wireframe shots?
    Was hlvis running? O_o

    [edit]
    heee, GitS ^^ <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo-->
    [/edit]
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    OK looks good, just needs something in the third shot, it looks very bland, what if you were to have lights in 3 corners and a busted flashing light in the 4th corner give more atmosphere with out re-texturing?
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    OK, I guess those r_speeds were getting boosted by the transparent windows, those have been taken out. It now looks a little mor bland, but I'll add some stuff in later to contrastify it a little.

    Anyway, here's a new area I did, plenty of contrast.

    EDIT: Oh, and I always do run it with a full VIS running...
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Here's another one. I see that additive layer wierdness, it'll be fixed in the next compile.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    That last 2 shots look 10 times better than the other ones =) i like the contrast
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Looking good, I like how unflat the floors are. Maybe try some different textures besides that round-holed grate for the floor? It seems a bit over-used in most of those shots. Also, I agree that the first 3 shots look too white and gray. But maybe it's just the morning moniter glare.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Hmm, what would you guys think about soem sort of blue accent lights to add a little contrast to the beginning areas.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    by the exit at the top, stick a trim there, the textures are offset and look bad <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> also that layer thing would work better if it was a bigger space
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    TùThere's not much contrast, in the last shot the green light on the right in the upper level doesn't emit light from what i see.

    architecture is poor <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> don't understand why r_speeds so high with a level of detail like that
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Remember Black Dog that their are other corridors and rooms nearby. As NS maps are so big with all those vents, narrow/large hallways the engine will be drawing alot. That is mainly why the r_speeds are very high in comparison to the architechtural, lighting and texturing effects. Overall hes done good. Very good.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Thanks for the support angel, but I nailed nowd the R-speed problems, I cordoned off that room ,and R_speeds dropepd to 150, so I think the engine was rendering other rooms through the holes I left in the walls for future passages.

    Anyway they are under control, and I added a sexy airlock doorway like thingy where Angel told me to stick the trim.

    God I love vent2, it works EVERYWHERE!
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