[WIP] First Map
Quote from Lpfreaky90 on March 22, 2012, 8:09 amJimo wrote:I'm pretty proud of my progress so far. I've been reading up on a few texturing tutorials during my work week and it has helped quite a bit!Here is a screenshot from my latest compile. Most of the texturing and lighting is done. I'm tweaking things now and adding a few extras such as an observation room. http://steamcommunity.com/id/jimo/scree ... 2441835714
Looking good
![]()
what's the half-high texture to the right though?
Here is a screenshot from my latest compile. Most of the texturing and lighting is done. I'm tweaking things now and adding a few extras such as an observation room. http://steamcommunity.com/id/jimo/scree ... 2441835714
Looking good
what's the half-high texture to the right though?
Quote from Lpfreaky90 on March 22, 2012, 12:14 pmJimo wrote:The black one?this one : http://dl.dropbox.com/u/37801279/thatone.png
this one : http://dl.dropbox.com/u/37801279/thatone.png
Quote from The Irate Pirate on March 23, 2012, 6:17 amLooking good, although i'm personally not a fan of the symmetrical glass walls on both sides of the chamber, I don't know why. It's probably just personal taste, but something seems off about it to me.
Can't wait to see you start churning out some nice maps.
Looking good, although i'm personally not a fan of the symmetrical glass walls on both sides of the chamber, I don't know why. It's probably just personal taste, but something seems off about it to me.
Can't wait to see you start churning out some nice maps.
Quote from Lpfreaky90 on March 23, 2012, 8:16 amThe Irate Pirate wrote:Looking good, although i'm personally not a fan of the symmetrical glass walls on both sides of the chamber, I don't know why. It's probably just personal taste, but something seems off about it to me.Can't wait to see you start churning out some nice maps.
You made me look at the glass and I've got a new tip:
make the glass really thin ~4 pixels and place it in a 128x128, 192x128 or 256x128 frames
Can't wait to see you start churning out some nice maps.
You made me look at the glass and I've got a new tip:
make the glass really thin ~4 pixels and place it in a 128x128, 192x128 or 256x128 frames ![]()
Quote from HammerHead on March 23, 2012, 4:43 pmI was just about to suggest adding frames to the glass! Also make sure to use the invisible texture of its edges so that they don't clip into the frames. I would suggest making the floor and ceiling a black tile floor texture texture and putting the buttons on very short platforms with signage overlays that indicate what they do (also use indicator light with texture toggles).
I was just about to suggest adding frames to the glass! Also make sure to use the invisible texture of its edges so that they don't clip into the frames. I would suggest making the floor and ceiling a black tile floor texture texture and putting the buttons on very short platforms with signage overlays that indicate what they do (also use indicator light with texture toggles).
Quote from Jimo on March 24, 2012, 3:17 pmI agree, the glass on each side had to go. I've made quite a few changes since I last posted a screenshot. I've added more lighting, observation room, both entrance/exit elevators, fixed up some texturing etc.
I'm going to add some glass frames today and a few small cosmetic touches. Is there a particular glass frame model I should be using? Or should I just create one with brushes? I'm also a little unsure on using black textures, I think it looks a little to harsh.
Here are some screenshots of my latest compile, thanks for all of the advice so far!
http://www.uploads.gaming-resources.com ... /map01.jpg
http://www.uploads.gaming-resources.com ... /map02.jpg
http://www.uploads.gaming-resources.com ... /map03.jpg
I agree, the glass on each side had to go. I've made quite a few changes since I last posted a screenshot. I've added more lighting, observation room, both entrance/exit elevators, fixed up some texturing etc.
I'm going to add some glass frames today and a few small cosmetic touches. Is there a particular glass frame model I should be using? Or should I just create one with brushes? I'm also a little unsure on using black textures, I think it looks a little to harsh.
Here are some screenshots of my latest compile, thanks for all of the advice so far!
http://www.uploads.gaming-resources.com ... /map01.jpg
http://www.uploads.gaming-resources.com ... /map02.jpg
http://www.uploads.gaming-resources.com ... /map03.jpg
Quote from Jimo on March 24, 2012, 6:04 pmI couldn't find a suitable frame model, so I just created a simple one out off brush's: http://www.uploads.gaming-resources.com ... /frame.jpg
I couldn't find a suitable frame model, so I just created a simple one out off brush's: http://www.uploads.gaming-resources.com ... /frame.jpg
Quote from HammerHead on March 24, 2012, 10:40 pmSearch "props_test_chamber" there are a ton of frames in there and plenty of stuff to make frames with if the pre-measured ones don't work for you. No offence but please don't use brushes for frames. It drives me nuts!
Search "props_test_chamber" there are a ton of frames in there and plenty of stuff to make frames with if the pre-measured ones don't work for you. No offence but please don't use brushes for frames. It drives me nuts!

