MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
First off, damn there's a lot of cool stuff being made with spark! Good work everyone! Here's a wip of what I'm working on(a port of my map ns_crude, which will have a different layout but generally the same rooms as the original). Image is larger than the forum can handle I think so here's a link:
Lighting is rough and so is most of the room, so more detail will be added when we know how much detail is allowed. I've got one more room sketched out and semi-detailed but nothing worth showing yet. C&C welcome of course :)
I got rid of some props, and completely re-designed the hallway. It is still in it's WIP stage, but I just wanted to show my work in hopes on feedback. I don't mind either positive or negative feedback, so that I can learn and fix.
<!--quoteo(post=1742887:date=Dec 8 2009, 04:26 AM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 8 2009, 04:26 AM) <a href="index.php?act=findpost&pid=1742887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got rid of some props, and completely re-designed the hallway. It is still in it's WIP stage, but I just wanted to show my work in hopes on feedback. I don't mind either positive or negative feedback, so that I can learn and fix.
<a href="http://img189.imageshack.us/i/ns226.jpg/" target="_blank"><img src="http://img189.imageshack.us/img189/6325/ns226.th.jpg" border="0" class="linked-image" /></a> <a href="http://img6.imageshack.us/i/ns227.jpg/" target="_blank"><img src="http://img6.imageshack.us/img6/3262/ns227.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd--> your hole in the wall is a perfect circle. roughen it up a bit so its less obvious you used a 16 sided circle (despite circles only having 1 side) to make it
<!--quoteo(post=1742863:date=Dec 7 2009, 11:48 AM:name=WatchMaker)--><div class='quotetop'>QUOTE(WatchMaker @ Dec 7 2009, 11:48 AM) <a href="index.php?act=findpost&pid=1742863"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm noticing ladders... I thought ladders were pulled from the game? (For the sake of aliens.) Or did the just make it so aliens can't use them?<!--QuoteEnd--></div><!--QuoteEEnd-->
Pretty sure they went back in and only usable by Marines, but they are mostly for flavor and should not be used to access areas that would put the alien team at a disadvantage and/or have an alternate method of reaching that location.
<!--quoteo(post=1742889:date=Dec 7 2009, 02:39 PM:name=Loey)--><div class='quotetop'>QUOTE(Loey @ Dec 7 2009, 02:39 PM) <a href="index.php?act=findpost&pid=1742889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->your hole in the wall is a perfect circle. roughen it up a bit so its less obvious you used a 16 sided circle (despite circles only having 1 side) to make it<!--QuoteEnd--></div><!--QuoteEEnd-->
err... I tried, but I cannot seem to make it work the way I want to... Any suggestions?
EDIT: Never mind I found out that I can rotate and move each face of the circle individually making it look less....circular? <a href="http://img18.imageshack.us/i/ns228.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/561/ns228.th.jpg" border="0" class="linked-image" /></a>
First off, I've never mapped before, unless you count a fun map I made in hammer for CS at least 38324 years ago. This is the second room I've created in Spark. I wasn't very satisfied with the first one, and wanted to play around with the rock props.
Secondly, I have a question. Does it matter that alot of props, in this case the rock walls, overlap? I understand if it hurts FPS, especially with lights with shadows turned on, but if it doesn't; great!
Please tell me what you think, I am specifically interested in lighting, as I feel that's a part I lack in.
Btw, it's supposed to be some kind of cave/junk yard. That's why there are catwalks above it. Beneath the catwalk there is place enough for skunks to move about.
<!--quoteo(post=1742906:date=Dec 7 2009, 04:41 PM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 7 2009, 04:41 PM) <a href="index.php?act=findpost&pid=1742906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First off, I've never mapped before, unless you count a fun map I made in hammer for CS at least 38324 years ago. This is the second room I've created in Spark. I wasn't very satisfied with the first one, and wanted to play around with the rock props.
Secondly, I have a question. Does it matter that alot of props, in this case the rock walls, overlap? I understand if it hurts FPS, especially with lights with shadows turned on, but if it doesn't; great!
Please tell me what you think, I am specifically interested in lighting, as I feel that's a part I lack in.
Btw, it's supposed to be some kind of cave/junk yard. That's why there are catwalks above it. Beneath the catwalk there is place enough for skunks to move about. *IMAGES*<!--QuoteEnd--></div><!--QuoteEEnd-->
Great work! I think some of the objects are too symmetrical.. For example, the lockers are perfectly aligned, etc. Although I did notice you changed that on the pods. Also, the pathway that goes sideways seems confusing and too much. Try to make one straight pathway and curve it. Other than that, awesome job!
<!--quoteo(post=1742889:date=Dec 7 2009, 02:39 PM:name=Loey)--><div class='quotetop'>QUOTE(Loey @ Dec 7 2009, 02:39 PM) <a href="index.php?act=findpost&pid=1742889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->your hole in the wall is a perfect circle. roughen it up a bit so its less obvious you used a 16 sided circle (despite circles only having 1 side) to make it<!--QuoteEnd--></div><!--QuoteEEnd-->
How is this? <a href="http://img18.imageshack.us/i/ns228.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/561/ns228.th.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1742688:date=Dec 6 2009, 06:11 PM:name=Hypergrip)--><div class='quotetop'>QUOTE(Hypergrip @ Dec 6 2009, 06:11 PM) <a href="index.php?act=findpost&pid=1742688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally got spark this weekend and took some time to play around with it.
I really like the lighting in this shot with the little dark spots a Skulk could be hiding. However I wonder how(if an Onos would fit through the doors. Are the doors original size?
<!--quoteo(post=1742918:date=Dec 7 2009, 05:32 PM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE(Lord Schnitzel @ Dec 7 2009, 05:32 PM) <a href="index.php?act=findpost&pid=1742918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->TSA's using Ubuntu? :D
I really like the lighting in this shot with the little dark spots a Skulk could be hiding. However I wonder how(if an Onos would fit through the doors. Are the doors original size?<!--QuoteEnd--></div><!--QuoteEEnd-->
Very nice, but it looks a bit too bright in the middle. Also how did you make those big pipes at the bottom? Is that a prop, or the circle tool?
<!--quoteo(post=1742910:date=Dec 7 2009, 09:54 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 7 2009, 09:54 PM) <a href="index.php?act=findpost&pid=1742910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great work! I think some of the objects are too symmetrical.. For example, the lockers are perfectly aligned, etc. Although I did notice you changed that on the pods. Also, the pathway that goes sideways seems confusing and too much. Try to make one straight pathway and curve it. Other than that, awesome job!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the comments=) I've moved many of the props to make them kinda messy/chaotic, as that kinda the theme of the room. A cave which is basically a mess full of junk. The reason the lockers were aligned was so marines could walk on top of them to crouch and fire through the hallway and into the next room, though I guess they can walk it even if I rotate them a bit. Fixed! :)
Also, I very much agree on the pathway, I've also fixed that. Check out the screens bellow.
Other than that, someone over at Ns2devs commented that the res node was kinda getting lost within all the other stuff, I'm not entirely sure what to do about that, as it's in the middle of the room. Ideas are welcome.
Anyway, I probably have to modificate the room later anyway, when we learn more about skulk and onos size, plus all this stuff about rooms powering up and getting infested etc. So this is, like the guy over at ns2devs said, all conceptive work to make it easier to design maps in the future.
btw, I like how you changed that hole, Bulletcatcher. Looks much more natural now.
<!--quoteo(post=1742925:date=Dec 7 2009, 06:24 PM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 7 2009, 06:24 PM) <a href="index.php?act=findpost&pid=1742925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the comments=) I've moved many of the props to make them kinda messy/chaotic, as that kinda the theme of the room. A cave which is basically a mess full of junk. The reason the lockers were aligned was so marines could walk on top of them to crouch and fire through the hallway and into the next room, though I guess they can walk it even if I rotate them a bit. Fixed! :)
Also, I very much agree on the pathway, I've also fixed that. Check out the screens bellow.
Other than that, someone over at Ns2devs commented that the res node was kinda getting lost within all the other stuff, I'm not entirely sure what to do about that, as it's in the middle of the room. Ideas are welcome.
Anyway, I probably have to modificate the room later anyway, when we learn more about skulk and onos size, plus all this stuff about rooms powering up and getting infested etc. So this is, like the guy over at ns2devs said, all conceptive work to make it easier to design maps in the future.
btw, I like how you changed that hole, Bulletcatcher. Looks much more natural now.
*images*<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks much better now! :) If you are planning on making this into a map, I think you should add a vent or another hole for skulks to climb in? Just a thought. Also the res node actually doesn't look too bad there. Maybe if you figure out a way to make it blend more? Possibly change the texture of the ground around it, and have pipes of something flowing from it? I don't know just a thought, and hopefully that will spark (haha) an idea for you.
Thanks, I'm still working on a few things on my design. I think I might just start with something else, because I'm not doing this to make maps. I'm doing it for the fun and artistic portion of it. I just want to design beautiful levels.
EDIT:
Oh I just got a great idea! Maybe you can make another small platform above the ones created (for the aliens of course). It can also be more realistic, because that would have been used to keep rocks falling on top of peoples heads. Instead the aliens decided to use it to sneak up on you! There is a level like this in NS1, but I don't remember the name...
I dunno if it'll become a map, I'm mostly just making levels because it's fun and interesting. I've thought about a vent, but it's hard to make one with the wall prop rocks.. The skulks can enter beneath the catwalk in the other room, there's props there that navigates kinda like a vent. Crouching and walking there as a marine will take time, opposed to a skulk. So if I'm gonna make another level of those catwalks, that means aliens can be both above and below the marines. I'm not sure if I want that, but I might add one just to pick up rocks ^^
<!--quoteo(post=1742912:date=Dec 8 2009, 06:55 AM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 8 2009, 06:55 AM) <a href="index.php?act=findpost&pid=1742912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How is this? <a href="http://img18.imageshack.us/i/ns228.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/561/ns228.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd--> looks alot more realistic now
<!--quoteo(post=1742906:date=Dec 8 2009, 06:41 AM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 8 2009, 06:41 AM) <a href="index.php?act=findpost&pid=1742906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://dauntless.site50.net/second_004.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> the res node looks out of place being on an elevated grill. where exactly would the resources be pumping from?
<!--quoteo(post=1742970:date=Dec 8 2009, 03:53 AM:name=Loey)--><div class='quotetop'>QUOTE(Loey @ Dec 8 2009, 03:53 AM) <a href="index.php?act=findpost&pid=1742970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks alot more realistic now the res node looks out of place being on an elevated grill. where exactly would the resources be pumping from?<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks. Theres a screenshot that shows where the resources are coming from. It's from one of his previous posts. Also I agree that it doesn't fit with the grill. I think it would be a great idea to change the texture to someone more...solid. Also make some supports so that it looks like it would be used for heavy machinery.
EDIT:
Here it is: <!--quoteo(post=1742906:date=Dec 7 2009, 04:41 PM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 7 2009, 04:41 PM) <a href="index.php?act=findpost&pid=1742906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://dauntless.site50.net/second_001.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1743015:date=Dec 8 2009, 11:15 AM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 8 2009, 11:15 AM) <a href="index.php?act=findpost&pid=1743015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I still have no idea how you did that hole in the wall :p I'll be changing the grill though. When I have time, anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's actually really easy. I will show you how...let me get screen shots up.
Ok, well you start out with a plain old circle. You use the Extrude tool to make it into a hollow cylinder. Now you delete one face on which the hole will be seen. You will notice that you can click on a different face inside the circle. Now you grab your rotate tool, hold down the ALT key for 'no snapping' and rotate the face which direction you want. This will also move the faces connected to it and cause some textures to mess up (because of bugging). Thats ok, all you have to do is reset the #'s in the paint tool for each face. Simple as that.
Haha I think you put too much time into that table and chair... You should have waited, I'm pretty sure they would have released those as props eventually.
Ouch everyone is doing lots of lovely texturing and prop arrangement. Anyone think this room is too big?
Im a feature kinda guy... This is gonna be my feature room for a map. Idea is that its on a space station and there are lots of pirates so they have a "secure access airlock" just incase anyone dodgey comes through the airlock they can defend themselves. Anyway this is supposed to be the room after the airlock. (It still have a massive causeway down the middle to facilitate the normal monthly deliveries.)
You guys think its too big or? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
maybe it is to big, maybe not. hard to tell. the problem is gonna be the performance. you want high fps on one hand and nice props on the other hand. With a big room like that, to achieve this is very challenging.
Not really there will be 2 concentrations of props in the room. The rest is just space. It is literally an empty room designed for allowing transit of goods through whilst remaining deffencive. :) Oh and reason for it being big is it would be the original room they bore into to build the mining space port.
EDIT:
Lol at being the first one to make a siege map... Yes thats pretty much what it is... xD
I really wanna implement it so that if the marines dont own this room all but the bunker spotlights go off... Can you imagine being in this room as a marine in this light?
<!--quoteo(post=1743089:date=Dec 9 2009, 12:50 AM:name=Genomaxter)--><div class='quotetop'>QUOTE(Genomaxter @ Dec 9 2009, 12:50 AM) <a href="index.php?act=findpost&pid=1743089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Goto NS2Devs.com for fullsize. photobucket automatically resizes or something. :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Use <a href="http://imageshack.us/" target="_blank">http://imageshack.us/</a> And Copy the direct link of the picture (not the one that imageshack link in their page).
Comments
Here's a wip of what I'm working on(a port of my map ns_crude, which will have a different layout but generally the same rooms as the original).
Image is larger than the forum can handle I think so here's a link:
<a href="http://i177.photobucket.com/albums/w234/Kabelen/crude01-1.jpg" target="_blank">http://i177.photobucket.com/albums/w234/Ka...n/crude01-1.jpg</a>
Lighting is rough and so is most of the room, so more detail will be added when we know how much detail is allowed. I've got one more room sketched out and semi-detailed but nothing worth showing yet. C&C welcome of course :)
Keep up the good work everyone!
<a href="http://h.imagehost.org/0576/kekes2.jpg" target="_blank"><img src="http://h.imagehost.org/0451/kekes2_s.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
did you notice how the texture flaw on the removed panel though? ;) Nice work though.
<a href="http://img189.imageshack.us/i/ns226.jpg/" target="_blank"><img src="http://img189.imageshack.us/img189/6325/ns226.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img6.imageshack.us/i/ns227.jpg/" target="_blank"><img src="http://img6.imageshack.us/img6/3262/ns227.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img189.imageshack.us/i/ns226.jpg/" target="_blank"><img src="http://img189.imageshack.us/img189/6325/ns226.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img6.imageshack.us/i/ns227.jpg/" target="_blank"><img src="http://img6.imageshack.us/img6/3262/ns227.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
your hole in the wall is a perfect circle. roughen it up a bit so its less obvious you used a 16 sided circle (despite circles only having 1 side) to make it
Pretty sure they went back in and only usable by Marines, but they are mostly for flavor and should not be used to access areas that would put the alien team at a disadvantage and/or have an alternate method of reaching that location.
err... I tried, but I cannot seem to make it work the way I want to... Any suggestions?
EDIT:
Never mind I found out that I can rotate and move each face of the circle individually making it look less....circular?
<a href="http://img18.imageshack.us/i/ns228.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/561/ns228.th.jpg" border="0" class="linked-image" /></a>
This is the second room I've created in Spark. I wasn't very satisfied with the first one, and wanted to play around with the rock props.
Secondly, I have a question. Does it matter that alot of props, in this case the rock walls, overlap? I understand if it hurts FPS, especially with lights with shadows turned on, but if it doesn't; great!
Please tell me what you think, I am specifically interested in lighting, as I feel that's a part I lack in.
Btw, it's supposed to be some kind of cave/junk yard. That's why there are catwalks above it. Beneath the catwalk there is place enough for skunks to move about.
<img src="http://dauntless.site50.net/second_001.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_002.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_003.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_004.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_005.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_006.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_007.jpg" border="0" class="linked-image" />
This is the second room I've created in Spark. I wasn't very satisfied with the first one, and wanted to play around with the rock props.
Secondly, I have a question. Does it matter that alot of props, in this case the rock walls, overlap? I understand if it hurts FPS, especially with lights with shadows turned on, but if it doesn't; great!
Please tell me what you think, I am specifically interested in lighting, as I feel that's a part I lack in.
Btw, it's supposed to be some kind of cave/junk yard. That's why there are catwalks above it. Beneath the catwalk there is place enough for skunks to move about.
*IMAGES*<!--QuoteEnd--></div><!--QuoteEEnd-->
Great work! I think some of the objects are too symmetrical.. For example, the lockers are perfectly aligned, etc. Although I did notice you changed that on the pods. Also, the pathway that goes sideways seems confusing and too much. Try to make one straight pathway and curve it. Other than that, awesome job!
How is this?
<a href="http://img18.imageshack.us/i/ns228.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/561/ns228.th.jpg" border="0" class="linked-image" /></a>
<img src="http://www.teleservice-koper.de/temp/sparktest_ns2f01.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
TSA's using Ubuntu? :D
I really like the lighting in this shot with the little dark spots a Skulk could be hiding.
However I wonder how(if an Onos would fit through the doors. Are the doors original size?
I really like the lighting in this shot with the little dark spots a Skulk could be hiding.
However I wonder how(if an Onos would fit through the doors. Are the doors original size?<!--QuoteEnd--></div><!--QuoteEEnd-->
Very nice, but it looks a bit too bright in the middle. Also how did you make those big pipes at the bottom? Is that a prop, or the circle tool?
Thanks for the comments=) I've moved many of the props to make them kinda messy/chaotic, as that kinda the theme of the room. A cave which is basically a mess full of junk. The reason the lockers were aligned was so marines could walk on top of them to crouch and fire through the hallway and into the next room, though I guess they can walk it even if I rotate them a bit. Fixed! :)
Also, I very much agree on the pathway, I've also fixed that. Check out the screens bellow.
Other than that, someone over at Ns2devs commented that the res node was kinda getting lost within all the other stuff, I'm not entirely sure what to do about that, as it's in the middle of the room. Ideas are welcome.
Anyway, I probably have to modificate the room later anyway, when we learn more about skulk and onos size, plus all this stuff about rooms powering up and getting infested etc. So this is, like the guy over at ns2devs said, all conceptive work to make it easier to design maps in the future.
btw, I like how you changed that hole, Bulletcatcher. Looks much more natural now.
<img src="http://dauntless.site50.net/second_008.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_009.jpg" border="0" class="linked-image" />
<img src="http://dauntless.site50.net/second_010.jpg" border="0" class="linked-image" />
Also, I very much agree on the pathway, I've also fixed that. Check out the screens bellow.
Other than that, someone over at Ns2devs commented that the res node was kinda getting lost within all the other stuff, I'm not entirely sure what to do about that, as it's in the middle of the room. Ideas are welcome.
Anyway, I probably have to modificate the room later anyway, when we learn more about skulk and onos size, plus all this stuff about rooms powering up and getting infested etc. So this is, like the guy over at ns2devs said, all conceptive work to make it easier to design maps in the future.
btw, I like how you changed that hole, Bulletcatcher. Looks much more natural now.
*images*<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks much better now! :) If you are planning on making this into a map, I think you should add a vent or another hole for skulks to climb in? Just a thought. Also the res node actually doesn't look too bad there. Maybe if you figure out a way to make it blend more? Possibly change the texture of the ground around it, and have pipes of something flowing from it? I don't know just a thought, and hopefully that will spark (haha) an idea for you.
Thanks, I'm still working on a few things on my design. I think I might just start with something else, because I'm not doing this to make maps. I'm doing it for the fun and artistic portion of it. I just want to design beautiful levels.
EDIT:
Oh I just got a great idea! Maybe you can make another small platform above the ones created (for the aliens of course). It can also be more realistic, because that would have been used to keep rocks falling on top of peoples heads. Instead the aliens decided to use it to sneak up on you! There is a level like this in NS1, but I don't remember the name...
<a href="http://img18.imageshack.us/i/ns228.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/561/ns228.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
looks alot more realistic now
<!--quoteo(post=1742906:date=Dec 8 2009, 06:41 AM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 8 2009, 06:41 AM) <a href="index.php?act=findpost&pid=1742906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://dauntless.site50.net/second_004.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
the res node looks out of place being on an elevated grill. where exactly would the resources be pumping from?
the res node looks out of place being on an elevated grill. where exactly would the resources be pumping from?<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks. Theres a screenshot that shows where the resources are coming from. It's from one of his previous posts. Also I agree that it doesn't fit with the grill. I think it would be a great idea to change the texture to someone more...solid. Also make some supports so that it looks like it would be used for heavy machinery.
EDIT:
Here it is:
<!--quoteo(post=1742906:date=Dec 7 2009, 04:41 PM:name=Dauntl3ss)--><div class='quotetop'>QUOTE(Dauntl3ss @ Dec 7 2009, 04:41 PM) <a href="index.php?act=findpost&pid=1742906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://dauntless.site50.net/second_001.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
It's actually really easy. I will show you how...let me get screen shots up.
Ok, well you start out with a plain old circle. You use the Extrude tool to make it into a hollow cylinder. Now you delete one face on which the hole will be seen. You will notice that you can click on a different face inside the circle. Now you grab your rotate tool, hold down the ALT key for 'no snapping' and rotate the face which direction you want. This will also move the faces connected to it and cause some textures to mess up (because of bugging). Thats ok, all you have to do is reset the #'s in the paint tool for each face. Simple as that.
<a href="http://img257.imageshack.us/i/ns2help1.jpg/" target="_blank"><img src="http://img257.imageshack.us/img257/3401/ns2help1.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img99.imageshack.us/i/ns2help2.jpg/" target="_blank"><img src="http://img99.imageshack.us/img99/8256/ns2help2.th.jpg" border="0" class="linked-image" /></a>
I resized the images a bit smaller for user friendly.
I still need a logo for the back wall...
<img src="http://i49.tinypic.com/2ykyqfo.png" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/339r85x.png" border="0" class="linked-image" />
Eco_onE: Nice table. Looks like a you're-fired-room. :p
The goal was to use a minimum of lights while keeping it readable.
The room on the right is a rez spot.
<img src="http://i648.photobucket.com/albums/uu209/EgoDystonic/test_mood_007.jpg" border="0" class="linked-image" />
Look forward to have the atmospheric feature to simulate the sunray :)
Ps : its a bit rough, and i'm not going to polish each corners.
Anyone think this room is too big?
Im a feature kinda guy...
This is gonna be my feature room for a map.
Idea is that its on a space station and there are lots of pirates so they have a "secure access airlock" just incase anyone dodgey comes through the airlock they can defend themselves.
Anyway this is supposed to be the room after the airlock.
(It still have a massive causeway down the middle to facilitate the normal monthly deliveries.)
<a href="http://img187.imageshack.us/img187/9120/stationgrabcopy.jpg" target="_blank">http://img187.imageshack.us/img187/9120/stationgrabcopy.jpg</a>
You guys think its too big or? :)
Gonna whap 2 RT's in there. (where there are big spaces closest and furthest away courners.)
judging from the shadows, your sun is very close to the window.. besides that it's looking really nice!
<!--quoteo(post=1743070:date=Dec 8 2009, 11:09 PM:name=PsympleJester)--><div class='quotetop'>QUOTE(PsympleJester @ Dec 8 2009, 11:09 PM) <a href="index.php?act=findpost&pid=1743070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img187.imageshack.us/img187/9120/stationgrabcopy.jpg" target="_blank">http://img187.imageshack.us/img187/9120/stationgrabcopy.jpg</a>
You guys think its too big or? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
maybe it is to big, maybe not. hard to tell.
the problem is gonna be the performance. you want high fps on one hand and nice props on the other hand.
With a big room like that, to achieve this is very challenging.
The rest is just space.
It is literally an empty room designed for allowing transit of goods through whilst remaining deffencive. :)
Oh and reason for it being big is it would be the original room they bore into to build the mining space port.
EDIT:
Lol at being the first one to make a siege map...
Yes thats pretty much what it is...
xD
I really wanna implement it so that if the marines dont own this room all but the bunker spotlights go off...
Can you imagine being in this room as a marine in this light?
<a href="http://img215.imageshack.us/img215/8366/stationgrabscary.jpg" target="_blank">http://img215.imageshack.us/img215/8366/stationgrabscary.jpg</a>
See below post, fixed links with thumbnails
Use <a href="http://imageshack.us/" target="_blank">http://imageshack.us/</a>
And Copy the direct link of the picture (not the one that imageshack link in their page).