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Posted: Sun Oct 18, 2009 8:11 pm
by shiftey
Hm. I'll pm you some of my light prefabs if you'd like.

Posted: Sun Oct 18, 2009 8:24 pm
by fug4life
On a side note: Do like the way you joined your walls to the floor, I hope the little curves are func_details ;)

Posted: Sun Oct 18, 2009 10:26 pm
by Vasili
Go ahead Shiftey.

Ah, glad to see that someone has noticed the little curves.

Image

OK, does this look better, or worse?

Posted: Sun Oct 18, 2009 11:44 pm
by fug4life
Yes.

And add a frame to the door.

Authorised access decal (I rape it so much).

and some other decals and overlays. And you got your self a nice looking corridor. Also some very gentle steam coming out of those vents.
lol stop me.

Posted: Sun Oct 18, 2009 11:48 pm
by shiftey
It looks better. You can add a little more color to the light without making it look too fake if you'd like.

Also, the textures are still too plain. Use different textures that contain more details. For instance you may want to use a floor that is tiled or has some type of pattern like steel diamonds. Also, the walls could use a texture that has rust at the top or dirt at the bottom.

Oh and make a door frame for that door. If you want to save faces, then make the frame flush with the adjacent wall. That way you have less to texture. The difference is barely noticeable but is a lot better for performance.

I'll send you my light prefabs as soon as I get the chance.

Posted: Mon Oct 19, 2009 3:00 am
by shiftey
Notice how the textures used created the illusion of geometry that doesn't exist. The brush should always be pretty simple. With textures we can make them look more complicated then they really are.
Image

In this example you see how using the right texture can really sell the scene. Notice the rust on the concrete that seems to have came from the rusting metal beams.
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This one is really subtle but it made a huge difference. If you look closely at the walls with the combine bunkers on top, you'll see that the hard edges appear to be outlined and the edges that are supposed to be smooth and cylindrical are seamless. Aligning textures properly is key. Snap the edge of a texture to a corner, and for a continuous surface such as a curved wall, select the first face, hold +alt, and then click the adjacent face. This will make the texture continuous. I suggest you use this method for that small curve you have at the bottom of the wall you posted.
Image

I'm having trouble uploading to my schools server so I wasn't able to pm you the lights yet. Probably later tonight though.

Posted: Mon Oct 19, 2009 9:25 am
by fug4life
That your map shiftey?

Looking pretty hawt!

Posted: Mon Oct 19, 2009 11:30 am
by [FTA]c0m4ndo45
Thats what i meant shiftey.

Pick better textures, vasili.

Posted: Mon Oct 19, 2009 12:17 pm
by JerC
fug4life wrote:That your map shiftey?

Looking pretty hawt!

Posted: Tue Nov 10, 2009 11:27 am
by IronGun
Looks pretty

Posted: Fri Dec 04, 2009 8:45 pm
by Vasili
Ok, I decided to force the player to go through hell to get something to complete the objective.

Basically, there is a metal gate that runs on a rail system, but to get through that area, you have to open the gate somehow, so you have to run back to the previous area, which also has a Pit full of zombies, and a gravity gun, so you have to use the gun to push the door open, you may also want to close it again when the AntLion Guard runs at you.

Image

Please ignore the lighting and how it looks, this has been changed, but I cannot be bothered to run hammer then run OC manually, then start up a server on testmap, then type in console changelevel oc_lived_v1d, then type mat_fullbright 0 on.

Posted: Sat Dec 05, 2009 1:32 pm
by BigFoot
Vasili wrote:Ah, glad to see that someone has noticed the little curves.

-image deleted cuz i dont have 2 posts-
you could use smoothing groups for the bottom curves of the concrete parts then they wont look this edgy anymore

Posted: Sun Dec 06, 2009 12:06 am
by Vasili
Also working on a different part of the map, which is essentially just me being bored with hammer and basing it off the underground road tunnels of black mesa.

Image

(In Episode 2 because this current computer doesn't have Obsidian Conflict on, my main computer does have Obsidian, and when I can be bothered, I'll put this on a USB and put it on my main computer)

Posted: Sun Dec 06, 2009 12:46 am
by destiny
isnt most glass bulletproof wich means they will be wasting their pistol ammo?

Posted: Sun Dec 06, 2009 12:58 am
by Vasili
Actually, they'll only fire once you open the door to their security office.

Nothing an SMG will solve though :D