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The last couple of weeks have been tough with various problems such as the infamous 2010 Steam update bug that caused a lot of peoples' hammer editors not to work (a critical tool for my work). I eventually found a cheap fix for this that involved swapping shader files in my mod folder, I'm still not impressed with it but I could be worse off since there are still some minor problems.
But some better news is that once I got the fix, I was anxious to begin the mapping phase even if I had a limited library of textures and models to work with. This isn't a problem because I plan to make the models/textures as I need them, not in bulk. The results of the alpha map were promising, I made the bones (enclosure) of a room and got some of it textured and some models represented.

Now I just need to focus on correcting shadows and flow of this early test, as well as populate it with more content and obviously... expand on it and make more rooms. I'll upload ingame screenshots on Thursday after my presentation.
The past week has been a really stressful in terms of the countless tests and assignments I've had to revise/complete for Business, Economics and Accounting as well as other things so development of my project has been, I admit, lacking this week. Although, this Thursday and since I can stay home and dedicate my whole day to my project I expect to make up for the lost progress. Along with the props and textures I hope to create this Thursday, I'll also get stuck into learning how to unwrap UVW maps on complex objects, as this is probably my biggest problem holding me back right now.
Door1 (Sliding)


This prop may look simple but the hardest part by far was texturing it. The source photo from my digital camera does not cope well with objects covering ~50%-100% of the width/height dimensions (for example standing lamps, windows and doors), as it usually has a unwanted 'fish eye' lens effect. This effect means that even though the object in real life is straight, when the photo is taken through the lens, it distorts straight lines making them appear to bend slightly and makes it a pain to apply to the UVW map with any accuracy with the unmodified image. But with some perspective and freeform adjustments, along with restoring the vibrancy to make up for the dimly lit room, it turned out quite nice.
(Reference photo below)