lab_area now has its own thread

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floven1
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lab_area now has its own thread

Post by floven1 »

decided to just give lab_area its own thread
screenshots and updates will now appear in this thread not the "inexperienced mapmaker" thread

the following changes are being made to my lab_area map


a rotating 0G in the antigrav chamber (in-progress, won't spin)
transparent and nonsolid "walls" on the sniper area exits (in-progress)
othere entrances into the side chambers (in-progress)
less transparency in the green chamber (not started)
more chambers (not started)
improvement on the teleporters (not started)
improvement on the elevators (in progress)
expansion of the lower maze (not started, might not do)
improvement of lighting (all areas) (in progress)
ADDITIONAL: remove the icp's (finished)
ADDITIONAL: replacement of prison ball (in progress-well on the way)
ADDITIONAL: removal of the moving storage cubes (finished)
ADDITIONAL: fix texturing issues (started, sorta, need instruction)


oh, and does anyone have a copy of the first lab_area?


screenshot of the replacement for the prison ball, once inside you take 2 points of burn damage a second and you cannot see out, i think this adds a new danger to picking up the drunken dims (and the prankster bit) as you cannot see on approach if anyone is on the other side, ready to pick you off if you try for it. this was the original idea behind the prison ball.
Screenshot11.jpg
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Last edited by floven1 on Wed Dec 08, 2010 8:10 pm, edited 2 times in total.
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Re: lab_area now has its own thread

Post by HangmanEXE »

Ooooooooo, very nice textures Floven, gonna be bookmarking this thread. Keep up the good work!

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Last edited by HangmanEXE on Wed Dec 08, 2010 10:18 pm, edited 1 time in total.
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Re: lab_area now has its own thread

Post by floven1 »

:) thanks hangman.

these textures came from the game, with the exception of the background texture, which came from a game called
minecraft
http://www.minecraft.net/
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Re: lab_area now has its own thread

Post by floven1 »

okay, how can i select a color from a texture and apply it to a surface?
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Re: lab_area now has its own thread

Post by HangmanEXE »

Greetings Program

I always just color edited the pic/tga in Paint shop pro myself an imported the texture. Wish I could tell ya more. If you dont have that program feel free to let me know whic tga you need color edited an I will get right on mod'n it for ya.

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In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: lab_area now has its own thread

Post by floven1 »

that is a good idea, but i am trying to use only native textures.
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Re: lab_area now has its own thread

Post by HangmanEXE »

No prob, just wanted to offer what I could.

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In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: lab_area now has its own thread

Post by TronFAQ »

floven1 wrote:okay, how can i select a color from a texture and apply it to a surface?
If you go through the texture folders in DEdit, you'll often see ones named BASE. In those, you'll usually find basic textures of only one color.
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Re: lab_area now has its own thread

Post by floven1 »

thank you tronfaq.
screenshots next update
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