MGS_Docks

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MGS_Docks

Postby dark_veil on Thu May 21, 2009 9:05 pm

im a begginer mapper and ive started making MGS source, just as a side project
here are a few WIP screens of the docks and helipadhelipad
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Re: MGS_Docks

Postby no00dylan on Thu May 21, 2009 9:08 pm

thats not too bad at all, very good for a new mapper. As you probably already know it could use a little detail in the detail and texture department, but other then that It's very nice. Love that pistol :D
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Re: MGS_Docks

Postby dark_veil on Thu May 21, 2009 9:11 pm

yea, its WIP atm, ganna try and create more of own textures, and the detail is a bid bland, but will be working on it, ganna try and create the first few areas of the game, depending how it goes.
pistol is a skin from FPSbanana, but i may want to create my own really... once again, if my modelling skills improve
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Re: MGS_Docks

Postby srredfire on Thu May 21, 2009 9:16 pm

Hellllllls yes. Pretty damn excellent for a starter. I'm a fan of MGS, so this is cool.

One thing that instantly bugged me though is in the first and second shot, the lights right above the water are way too bright. IIRC that room, and most rooms in the game were on the darker side, as well as had a dark blue-green tint. Obviously color correction can work wonders later, but yeah, too bright.

Also don't forget dem func_precipitationz for the snow. It was a blizzard outside.
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Re: MGS_Docks

Postby no00dylan on Thu May 21, 2009 9:19 pm

Yes, with the first shots, make the lights a little less bright, and add some color, maybe a bluish tint.
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Re: MGS_Docks

Postby dark_veil on Thu May 21, 2009 11:19 pm

ill work on it and post a shot tomorrow if possible, ive never really got lights sorted properly
ganna fix the lighting and also create some more decals to make the area look less.... simple
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Re: MGS_Docks

Postby Oakley on Fri May 22, 2009 1:40 am

IMBA :)
Love MGS.
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Re: MGS_Docks

Postby dark_veil on Fri May 22, 2009 11:29 am

btw.... anyone know how to create working searching spot lights that have a set path, just like the ones in the original game?
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Re: MGS_Docks

Postby loki.mcdamage on Fri May 22, 2009 12:06 pm

looks really good, to get the lights to have a set path have them looking at a info target that inturn is parented to a func_tracktrain that is going along the path you want the light to go along.
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Re: MGS_Docks

Postby dark_veil on Fri May 22, 2009 1:22 pm

aha makes sence lol, cheers! ill try and get search lights working before any more screens
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Re: MGS_Docks

Postby dark_veil on Fri May 22, 2009 9:30 pm

here are some more screenshots with some improvements, ganna start next area now and come back to this.
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Re: MGS_Docks

Postby davidc538 on Fri May 22, 2009 10:00 pm

check your pm's as soon as you read this
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Re: MGS_Docks

Postby no00dylan on Fri May 22, 2009 10:47 pm

very nice. in your tenth shot, you may want to retexture those blocks.
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Re: MGS_Docks

Postby loki.mcdamage on Fri May 22, 2009 10:47 pm

its really going very good. are you going to be adding the craw spaces and vents.
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Re: MGS_Docks

Postby dark_veil on Sat May 23, 2009 12:35 am

no00dylan wrote:very nice. in your tenth shot, you may want to retexture those blocks.

yea, im ganna try and create my own textures. scanned in the game booklet with ideas for textures


loki.mcdamage wrote:its really going very good. are you going to be adding the craw spaces and vents.

vents are there, and im about to move on to next section with vents into the main building with the tanks, then the lift to the other 2 levels... im thinking of the ocelot battle... no enemys can use the .357
any ideas what to do there?

heres a texture i made earlier
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