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More from Corrupted Paths

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 JDKnite188
05-10-2003, 7:39 PM
#1
Well, this is more from my SP map Corrupted Paths that I have been working on. Take a look at the screens of my latest progress. The other screens of my map are on a link that I will provide as soon as I get them uploaded there.

A good ole' ceiling fan and huge pipe!
http://www2.freepichosting.com/Images/24474/5.jpg)

Small bridge, the big gray wall is going to be entrance to something else that I haven't worked on yet.
http://www2.freepichosting.com/Images/24474/6.jpg)

Floor below the bridge. Nice view of the surrounding part of the municipal warehouse.
http://www2.freepichosting.com/Images/24474/7.jpg)

View from the other side of the bridge.
http://www2.freepichosting.com/Images/24474/14.jpg)

Medical bay.
http://www2.freepichosting.com/Images/24474/8.jpg)

View of a hallway going towards a bulkhead door and storage room.
http://www2.freepichosting.com/Images/24474/10.jpg)

Storage room.
http://www2.freepichosting.com/Images/24474/9.jpg)

Entrance to another part of the map I haven't worked on yet. The shadowtrooper is just there for . . . . entertainment :p
http://www2.freepichosting.com/Images/24474/11.jpg)

Questions, comments, suggestions?
 Business_Eskimo
05-10-2003, 9:27 PM
#2
Lookin' good.
Hmm, lets see.... the pink lighting in the medical bay looks a little... odd. You also might want to add a few curves on those beds to softem em up a bit... they look very hard. :D

Oh, you might want to do something to help fix the FPS on the second screenshot...

8 FPS.:eek:
 lassev
05-11-2003, 7:31 AM
#3
Hey, come on! How come that you cannot beat one shadowtrooper!

But seriously. Have you done areaportaling to increase FPS? It looks like you might also have long corridors with turns (corners). They could be suitable for hint brushes.

Good looking architecture. It's not built just on one level, but rather has all those bridges, balconies, and doors on different levels. It makes it certainly more interesting.
 JDKnite188
05-11-2003, 12:50 PM
#4
Eskimo: The pink lighting is supposed to give a feel of infrared energy. There are 3 light overhangs that emit the pink light that you cannot see from the screenshot. Concerning the beds, I will clip the edges a bit, but I don't think I will curve it. As for the 2nd screenshot, I put my settings up real high and my comp couldn't take it. Therefore I got 8 FPS :)

Lassev: The shadowtrooper encounter was funny. I usually put a lot of enemies in parts of my map when it is in construction so that I won't be so bored in just looking at the surroundings. Now I thought I had killed all of the enemies in the map so I was walking around with an stormtrooper rifle. Then I step and one second later I get killed in one slash by the friendly shadowtrooper.

I do need some area portals here and there. What exactly is a hint brush?

ALL OTHER IMAGES of my map can be seen here: http://imagebase.freewebspace.com/photo.html)

Thank you for your time.
 lassev
05-12-2003, 3:54 AM
#5
Originally posted by JDKnite188
Lassev:
I do need some area portals here and there. What exactly is a hint brush?

Well, its a type of shader you can use in Radiant. Its only function is to split VIS nodes. Thus, it's quite like a wall you cannot see, feel or smell. The aim is to split large areas into smallers in such a way that only a portion (the visible one) of the map would be drawn in the game, and not some distant parts behind many walls. It's only used, if you don't have doors. Because with doors you use areaportals and they are 99% easier to use.

Try to search mapping and general editing forums (hopefully search is enabled) for hint brushes. It surfaces every now and then. There's some links to tutorials to be found also, if you do the search, like:

http://fps.brainerd.net/hintbrushes.htm)

Don't be disappointed if hint brushes don't seem to work. They are very intricate to work with. Even many honoured master mappers don't like to use them (this last comment is just to make you feel better. It might not be true).
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