[WIP] pl_kerosene

Discussion in 'WIP (Work in Progress)' started by ikem, Jan 21, 2009.

  1. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    i couldnt change the name of the thread so here is the official WIP thread of pl_kerosene

    i will plly add a coal factory, water purifier, maybe a open pit mine, and then the processing plant (red base)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Jan 21, 2009
  2. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    use cl_leveloverview # for Level Overviews next time :)

    This looks like a nice and tight map :D
     
  3. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    why do some of the pipes com out darker than the others. it seems like the shadow is on the entire prop, is it cuz i used fast vis?

    [​IMG]
    [​IMG]
     
  4. Gadget

    aa Gadget

    Messages:
    495
    Positive Ratings:
    410
    This looks very promising. In the second picture you have some totally black brushes because you're most likely using some prop materials - better change those textures.

    VVis is not calculating the lights, vrad is responsible for that and you have to do a full compile to get nice shadows on those props. Switch to expert compile options and use "HDR Full compile (-final)" for the best result. Here's the full parameter list you need for vrad:

    -lights lights_additional.rad -both -StaticPropLighting -StaticPropPolys -textureshadows -final -game $gamedir $path\$file

    A full compile will of course last longer than a normal one.
     
    • Thanks Thanks x 1
  5. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    yea i know that was bad lol it has been fixed

    edit : thanks for the prop fix, so it will do that until i final compile it
     
    Last edited: Jan 22, 2009
  6. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    as of right now it has been made into a 2 part (Stage 1 - 3 caps; Stage 2 - 2 caps) pl_ map

    the first stage is working perfect. and i just have to get some barricades up. other than that the texturing is like 90% done.

    time do optimize.
     
  7. HojoTheGreat

    HojoTheGreat L5: Dapper Member

    Messages:
    206
    Positive Ratings:
    34
    Looking pretty good so far. I'll be honest though, it is a bit bland. You're following the Alpine style very well, but I think you should try and create some more creative buildings and use other textures than the sheet metal, try and put your own personal touch to it.

    Also be careful with this texture:
    [​IMG]

    Add some brushes to look like wooden supports to make those wood beam textures look a bit smoother. Also you could probably shift the textures a bit for better consistency.
     
  8. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    yea i know i just havent gotten that far yet, i am working on the game type entities and basic optimiazation now
     
  9. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    this one will be dead for a while...

    /me cries
     
  10. Fearlezz

    Fearlezz L10: Glamorous Member

    Messages:
    787
    Positive Ratings:
    240
    Im still looking very forward for this, I really like the final cap. Keep it up