Serious comment (unlike the last one). You got the sci's rotation bit off, c1a1_trim whatever, metal button textures wrong (it's suppose to be c1a1_w1) and the wall piece on the left is suppose to be a diagonal part of the hallway just to let you know. Not sure about the lightning entirely, but eh whatever. Keep up the good work.
Yeah right, The ceiling in the hallway to the cafeteria and locker rooms is also way too low, and the yellow&blue; pipes are supposed to be rectangular, not of a cylindrical shape.
1. Scientist rotation on the scripted sequence is probably off, but we suspect that the animation itself was recreated during the development of Sci2 or Sci3 and was overwritten.
2. c1a1_trim was used at this point, or at least c2a4_w1h.
3. The metal bolts on the side of the computers likely did use an earlier version of c1a1_w1. We went with c1a1_trim2 because its overall easier to align and just generally looks better.
4. I'm not too sure in what the "the wall piece on the left is suppose to be a diagonal part of the hallway" is in reference to? If in reference to the hallway with the pipes, we have a Worldcraft screenshot of this map from around this era that suggests the rounded corners from the extremely early screenshot weren't present by the time of the era we're recreating. The screenshot from Redwood's preview also suggests this and seemingly shows something in a trapezoid shape on the wall.
5. There's no way to really prove the ceiling height.
6. Are we not allowed to improve certain aspects of the maps? I surely don't think Valve would of shipped the game with square pipes if they committed to this design.
1.I don't think Valve would be that lazy to put a "rotate" in the sequence itself, pretty sure they rotated it in worldcraft.
2,3. I can't describe map textures in ages hah, but yeah I meant those next to the computers. +the "shadow" in the texture looks really noticable, as if I compiled a source map's displacements with fast compile.
4. Ditto, I can't describe ****. It's that "trapezoid" on the left where the hallway is suppose to lead into. A screenshot of that area with a sci shows that diagonal part of the hallway + pretty sure there's some other one that shows it as well, but idk.
5. I don't really know about that one. It prolly can be determined from the screenshot with sci I mentioned earlier and prolly even some wc screenshot or like that Brett one with the sign? No idea.
6. I have no idea about those pipes.
1. I'm more implying that there's a lot of model work we have to do before we consider fine tuning scripted sequences.
3. The only texture to benefit from having c1a1_w1 in the place of c1a1_trim2 is the very last one on the left.
4. These screenshots suggest that the hallway is like as we have it. Puu.sh Puu.sh
The metal grate texture on the floor appearing to be crooked just seems be an optical illusion. Until further information is uncovered, I'm sticking by our hallway design.
5. Screenshots barely show any of the ceiling. Puu.sh Puu.sh
Our texture alignment differs on the sloped part that surrounds the ceiling, but that's an subjective change to improve the maps.
1. Alr
3. I'm not a mapper, but isn't it possible to "fix" that shadow thing with changing the texture's coordinates? If not then try some other textures that might "fix" that "problem". (This sentence prolly made no ******* sense)
4. That first one is the one I'm talking about. It looks more like it's part of the diagonal hallway. If it wasn't then the texture would look WAY different from what I know.
5. Again, I have no idea about that because I have 0 mapping knowledge, but I'm pretty sure it's somehow possible to figure it out from the sci close up image and that sci pondering image.
3. Weird smoothing is just a byproduct of compilers. It likely would still look weird even with c1a1_w1. I thought you were referring to the baked on edge shadows on the texture.
4. Too low resolution to make out anything definitive.
5. From the dissecting we did to the map and the studying of the photos, it suggests the height we have applied is correct. But there's always the chance of a red herring.
3. Try and see. I'm reffering to that black "line" on the edge of the texture.
4. Sounds kinda like an excuse tbh. WC screenshot's definitely low res af because Valve!!!!!!!!! but it's clear in the sci pondering one
5. Idk man, the sci looks kinda smol, but eh it is what it is, not my mod.
4. That's true, but if you look really closely at like the last line of pixels on the left of the image, you can kinda see it connecting the later part of the hallway
5. If you're talking about the flipsing image then idk really. It could have been set up just for the scene with fe. cyclers, but idk if that's the case. Not sure if they would go through the effort to photoshop the lightning in.
Serious comment (unlike the last one). You got the sci's rotation bit off, c1a1_trim whatever, metal button textures wrong (it's suppose to be c1a1_w1) and the wall piece on the left is suppose to be a diagonal part of the hallway just to let you know. Not sure about the lightning entirely, but eh whatever. Keep up the good work.
Yeah right, The ceiling in the hallway to the cafeteria and locker rooms is also way too low, and the yellow&blue; pipes are supposed to be rectangular, not of a cylindrical shape.
1. Scientist rotation on the scripted sequence is probably off, but we suspect that the animation itself was recreated during the development of Sci2 or Sci3 and was overwritten.
2. c1a1_trim was used at this point, or at least c2a4_w1h.
3. The metal bolts on the side of the computers likely did use an earlier version of c1a1_w1. We went with c1a1_trim2 because its overall easier to align and just generally looks better.
4. I'm not too sure in what the "the wall piece on the left is suppose to be a diagonal part of the hallway" is in reference to? If in reference to the hallway with the pipes, we have a Worldcraft screenshot of this map from around this era that suggests the rounded corners from the extremely early screenshot weren't present by the time of the era we're recreating. The screenshot from Redwood's preview also suggests this and seemingly shows something in a trapezoid shape on the wall.
5. There's no way to really prove the ceiling height.
6. Are we not allowed to improve certain aspects of the maps? I surely don't think Valve would of shipped the game with square pipes if they committed to this design.
1.I don't think Valve would be that lazy to put a "rotate" in the sequence itself, pretty sure they rotated it in worldcraft.
2,3. I can't describe map textures in ages hah, but yeah I meant those next to the computers. +the "shadow" in the texture looks really noticable, as if I compiled a source map's displacements with fast compile.
4. Ditto, I can't describe ****. It's that "trapezoid" on the left where the hallway is suppose to lead into. A screenshot of that area with a sci shows that diagonal part of the hallway + pretty sure there's some other one that shows it as well, but idk.
5. I don't really know about that one. It prolly can be determined from the screenshot with sci I mentioned earlier and prolly even some wc screenshot or like that Brett one with the sign? No idea.
6. I have no idea about those pipes.
1. I'm more implying that there's a lot of model work we have to do before we consider fine tuning scripted sequences.
3. The only texture to benefit from having c1a1_w1 in the place of c1a1_trim2 is the very last one on the left.
4. These screenshots suggest that the hallway is like as we have it.
Puu.sh
Puu.sh
The metal grate texture on the floor appearing to be crooked just seems be an optical illusion. Until further information is uncovered, I'm sticking by our hallway design.
5. Screenshots barely show any of the ceiling.
Puu.sh
Puu.sh
Our texture alignment differs on the sloped part that surrounds the ceiling, but that's an subjective change to improve the maps.
1. Alr
3. I'm not a mapper, but isn't it possible to "fix" that shadow thing with changing the texture's coordinates? If not then try some other textures that might "fix" that "problem". (This sentence prolly made no ******* sense)
4. That first one is the one I'm talking about. It looks more like it's part of the diagonal hallway. If it wasn't then the texture would look WAY different from what I know.
5. Again, I have no idea about that because I have 0 mapping knowledge, but I'm pretty sure it's somehow possible to figure it out from the sci close up image and that sci pondering image.
3. Weird smoothing is just a byproduct of compilers. It likely would still look weird even with c1a1_w1. I thought you were referring to the baked on edge shadows on the texture.
4. Too low resolution to make out anything definitive.
5. From the dissecting we did to the map and the studying of the photos, it suggests the height we have applied is correct. But there's always the chance of a red herring.
3. Try and see. I'm reffering to that black "line" on the edge of the texture.
4. Sounds kinda like an excuse tbh. WC screenshot's definitely low res af because Valve!!!!!!!!! but it's clear in the sci pondering one
5. Idk man, the sci looks kinda smol, but eh it is what it is, not my mod.
4. It isn't clear in the Redwood photo.
5. The Scientists in the in-game photo were Photoshopped in, they aren't in the world.
4. That's true, but if you look really closely at like the last line of pixels on the left of the image, you can kinda see it connecting the later part of the hallway
5. If you're talking about the flipsing image then idk really. It could have been set up just for the scene with fe. cyclers, but idk if that's the case. Not sure if they would go through the effort to photoshop the lightning in.
1. Anomalous Materials.
2. scientist.mdl
3. FIFTSFILE2.bmp
4. rocket spray
Chat is this real ❓