Half life: bright sky Created 17 years ago2006-08-23 10:47:36 UTC by killer1102 killer1102

Created 17 years ago2006-08-23 10:47:36 UTC by killer1102 killer1102

Posted 17 years ago2006-08-23 10:47:36 UTC Post #194262
It would be based in an older complex than black mesa. The secter your working in is trying to extract the near limitless energy from a strange crytal on xen.
However the xen lifeforms didn't like haveing there crystal stolen so force open a small rift and take it back.
Haveing done this they take the chance to force it open wider and invade the labs. They also invade the small city that was built on a large xen platform as a teleport "relay" station and for studying the xen lifeforms.
Later on when the black ops come the millertry being on the "to kill" list make peace with the lab workers to fight there common emenys and get out alive.

I have done some work but need some help mainly in the mapping (cause theres a lot of it) area. I also need a voice acter befor I can complete the maps I started.
http://img208.imageshack.us/my.php?image=brightsky1wt8.jpg
http://img247.imageshack.us/my.php?image=brightsky2ow1.jpg
http://img208.imageshack.us/img208/5654/brightsky5wn0.jpg
http://img514.imageshack.us/img514/8402/brightsky4yu5.jpg
Posted 17 years ago2006-08-23 11:06:52 UTC Post #194263
Screens look neat, but maybe make the floor and walls in the test chamber a little more interesting. The flat floor doesnt give me the impression that it is a 'secure test environment.'
Posted 17 years ago2006-08-23 11:16:26 UTC Post #194264
lol...they would be if the r_speeds were not sky high already. But if you guys are happy with 1300 + r_speeds then thats fine
Posted 17 years ago2006-08-23 14:06:32 UTC Post #194267
It's fullbright, that's why r_speeds are so high.
Posted 17 years ago2006-08-23 14:26:58 UTC Post #194268
wtf... How can you say the maps in them screen shots are fullbright...
Posted 17 years ago2006-08-23 14:32:36 UTC Post #194269
ya, that was a pretty lame assumption. :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-08-23 14:45:53 UTC Post #194271
but i was right. to add stuff to the walls and floor drives the r_speeds up to about 1300 in the control room if you look out of the windows :( (and over 2000 without any optimisation or vis)
most people can run a map with 1300 polys (not that it matters there to much as it more of a site seeing level as you don't get to shoot nothing) so should I keep the added detail or take the polys back to where they were befor?
Posted 17 years ago2006-08-24 18:29:05 UTC Post #194431
Posted 17 years ago2006-08-24 18:35:56 UTC Post #194433
I like the top photo the best (with the islaves) but not to fond of the teleportal thingy.. then again, I never was fond of any test chambers. :P
Good job though, looking good!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-08-24 18:48:37 UTC Post #194435
A tip that would be useful in this and many other HL maps would be to add a frame to the windows. It won't add a huge amount of polygons and it will make it look so much better. Glass doesn't glue very well with concrete.
If adding new brushes sounds like too much extra work, you could clip the existing concrete brushes around the glass and texture them differently.

http://img166.imageshack.us/img166/3586/glassvb2.jpg
Posted 17 years ago2006-08-24 19:04:07 UTC Post #194440
http://img243.imageshack.us/img243/5641/brightsky8rq6.jpg :)
And I wasn't jokeing when I said I need help. I don't have the next 20 years to do it in...

And what do you think of the lighting?
Posted 17 years ago2006-08-25 05:09:54 UTC Post #194472
Posted 17 years ago2006-08-25 05:55:37 UTC Post #194474
Just use the original Black Mesa Tram textures.. They should fit fine there.

As for the screenshots - most of the rooms lack the usual Half-Life detail.
Put in some file cabinets, noteboards, pictures/diplomas on the walls, some shelves/desks with books, notes, laptops and gadgets in the labs to make them less empty. Some vents, pipes, going through the ceiling would help too. You could also give the labs/offices a more white-ish, brighter lighting, instead of the yellow one.

The best test chamber textures should be the 'c3a', 'generic' and perhaps 'babtech' or 'silo', if you want a more worn-off look for the chamber.
Take the HL1 chamber, as an example.
It has lots of detail (trims, pipes, computers, etc.)
The lighting is more yellow vs. red (gives it a more industrial feel)
The textures are all high-tech (metal-ish, with all sorts of bevels and other stuff)

Your chamber lacks the detail. Make the test platform bigger, more metal-ish. The wall architecture is ok, although the textures don't fit at all. Search halflife.wad for some metalish textures, that look more futuristic. The lighting should also be more industrial, not fullbright.

You could also add some detail, like pipes along the walls, drones.. The big computers don't really fit in there. Sonce the chamber usually has only one person in it, during testing - there would be no one to operate them. :)
Keep all of your big computers/gadgets in the control room and leave some smaller comps in the chamber, that would be clearly designed for only one person to operate..

The other hallways looked quite good, so did the lighting.
Good luck with the mod. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 06:16:08 UTC Post #194476
http://img84.imageshack.us/img84/8292/testmc8.jpg
and it's white there cause when I renamed the map I forgot the <mapname>.rad (the crystal gives off an orange glow)
And I would like diffrent textures as this is not black mesa and the shape of the tram is diffrent anyway (wider), slightly more round, diffrent shaped windows ect
Posted 17 years ago2006-08-25 06:29:56 UTC Post #194480
Now it looks much better with the platform and trims.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 06:37:40 UTC Post #194483
the only problem is with makeing it more metal is- valve never named metal textures metal :( and alot of them are rusty which doesn't fit the area very well
Posted 17 years ago2006-08-25 07:10:07 UTC Post #194486
Try the filters, I gave you in the before - previous post.

c3a
gen
bab
silo
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 07:27:50 UTC Post #194489
http://img215.imageshack.us/img215/306/test2vz5.jpg
The texture colour is hideing the light from the crystal now :(
Posted 17 years ago2006-08-25 07:33:27 UTC Post #194490
Looks much better, although the wall textures can be indeed a bit more plain, so that they wouldn't draw attention from the crystal.
You can always light the test platform brighter, than the other lights in the chamber.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 08:12:47 UTC Post #194492
Posted 17 years ago2006-08-25 08:19:05 UTC Post #194493
Much better. :)
Give the crystal a more shiny texture, set the render mode to texture and FX ammount to ~175-150. You could also set the scale of the white metal texture on the walls to something like 2.5 x 2.5, to hide the pattern.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 08:58:38 UTC Post #194497
I can't do the transparent thing. The game draw beams at full bright when there behind a transparent object so that when you can see infront/behind together it looks like it's just going in front not behind :(
Mayby a coder could fix it?
Posted 17 years ago2006-08-25 13:14:27 UTC Post #194521
Just hollow the crystal.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 13:16:35 UTC Post #194522
Heres a good tip, for the test chamber, use light_spots, pointing in the correct directions, and edit the brightness and width of the lights. It'll get rid of the full bright feel.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-08-25 13:50:05 UTC Post #194528
User posted image
You should only leave the lights from the teleporer it self when it starts working. This way all the attention goes to the teleporter it self. You can make the beams emmit light when the room is dark. This way you will be able to see a bit more but the not all the attention will be given to the teleporter.
Posted 17 years ago2006-08-25 15:24:56 UTC Post #194548
You should only leave the lights from the teleporer it self when it starts working. This way all the attention goes to the teleporter it self. You can make the beams emmit light when the room is dark. This way you will be able to see a bit more but the not all the attention will be given to the teleporter.
main light - 1light set
light blue beams - 2 light sets
blue&orange beams -4 light sets
orange beam- 1 light
control room- 1 light set
tele lights- 8 light sets
total-17 light sets
Not going to happen. even source can't have 17 diffrent sets of named light in one room
I'm working on the spot light idea and mayby a glow sprite for the crystal (if i can get an orange one)
Still does it when hollowed. the game doesn't apply the orange tint to the beams or make them dimmer when the crystall is in fron of them So it gives the affect there in front.
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