thanks for the feedback all. I'll get some more work done tomorrow. Spent most of my evening playing TF2 which i just bought. I'm such a nub at it though :-(
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited February 2010
<a href="http://img35.imageshack.us/i/ns3p.jpg/" target="_blank"><img src="http://img35.imageshack.us/img35/2449/ns3p.jpg" border="0" class="linked-image" /></a> Still getting to know all the props and I'm trying out some lighting/shadow settings in this scene. Too bad that the shadow quality is falling off that fast at the moment (or at least for Radeon cards :/). I'd love to compare this to a screenshot on another, better pc.
<!--quoteo(post=1750323:date=Feb 2 2010, 12:35 PM:name=Seker)--><div class='quotetop'>QUOTE (Seker @ Feb 2 2010, 12:35 PM) <a href="index.php?act=findpost&pid=1750323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good pipi. On pic #1 the right floor, that doesnt fit in with that scaling, I think.
Ps I demand credits >:O<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha, yeah it's true, I've already fixed that.
I'll make a new texture of a wall tile and include a hand written note that reads : "Seker was here" ;)
<!--quoteo(post=1750287:date=Feb 2 2010, 11:17 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 2 2010, 11:17 AM) <a href="index.php?act=findpost&pid=1750287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Update on my map.. NS_Bloom !
Old archive room with its RT.
<a href="http://img269.imageshack.us/img269/3659/nsq34.jpg" target="_blank">http://img269.imageshack.us/img269/3659/nsq34.jpg</a>[ <a href="http://img688.imageshack.us/img688/8476/nsq35.jpg" target="_blank">http://img688.imageshack.us/img688/8476/nsq35.jpg</a> <a href="http://img688.imageshack.us/img688/700/nsq36.jpg" target="_blank">http://img688.imageshack.us/img688/700/nsq36.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd--> How many lights are in each room here?
<!--quoteo(post=1750281:date=Feb 2 2010, 11:07 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 2 2010, 11:07 AM) <a href="index.php?act=findpost&pid=1750281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.abload.de/image.php?img=ns3jjqz.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns3jjqz.jpg" border="0" class="linked-image" /></a> Still getting to know all the props and I'm trying out some lighting/shadow settings in this scene. Too bad that the shadow quality is falling off that fast at the moment (or at least for Radeon cards :/). I'd love to compare this to a screenshot on another, better pc.<!--QuoteEnd--></div><!--QuoteEEnd--> That image site is displaying raw PHP for me.
<!--quoteo(post=1750383:date=Feb 2 2010, 04:55 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 2 2010, 04:55 PM) <a href="index.php?act=findpost&pid=1750383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How many lights are in each room here?<!--QuoteEnd--></div><!--QuoteEEnd-->
The room with monitors has 1 omni, non shadow-casting for radiosity, 2 low range non shadow-casting omnis per light panels in the pillars (there are 3) along with 2 shadow-casting spot on high ranges.
The corridor with ramps to the RT has 3 radiosity omnis, and same for the 4 pillars on each end, plus 1 mid-range spotlight for each light prop on the girders.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited February 2010
@Pipi: I think it looks great. The last picture/scene needs some snap though.
<!--quoteo(post=1750383:date=Feb 2 2010, 11:55 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 2 2010, 11:55 PM) <a href="index.php?act=findpost&pid=1750383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That image site is displaying raw PHP for me.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks, I've changed the imagehoster:
<!--quoteo(post=1750281:date=Feb 2 2010, 05:07 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 2 2010, 05:07 PM) <a href="index.php?act=findpost&pid=1750281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img35.imageshack.us/i/ns3p.jpg/" target="_blank"><img src="http://img35.imageshack.us/img35/2449/ns3p.jpg" border="0" class="linked-image" /></a> Still getting to know all the props and I'm trying out some lighting/shadow settings in this scene. Too bad that the shadow quality is falling off that fast at the moment (or at least for Radeon cards :/). I'd love to compare this to a screenshot on another, better pc.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
<!--quoteo(post=1750514:date=Feb 3 2010, 09:52 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 3 2010, 09:52 AM) <a href="index.php?act=findpost&pid=1750514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->EDIT: I haven't forget you Seker. Since you asked so kindly, you're now part of my map. haha !<!--QuoteEnd--></div><!--QuoteEEnd--> I expect the photoshop image to be put in a frame and mounted it in your readyroom :D
<!--quoteo(post=1750522:date=Feb 3 2010, 10:53 AM:name=CyberMantis)--><div class='quotetop'>QUOTE (CyberMantis @ Feb 3 2010, 10:53 AM) <a href="index.php?act=findpost&pid=1750522"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I expect the photoshop image to be put in a frame and mounted it in your readyroom :D<!--QuoteEnd--></div><!--QuoteEEnd-->
No no, it's better than that. That decal is actually in the map. You'll see it in-game. ;)
<!--quoteo(post=1750514:date=Feb 3 2010, 10:52 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 3 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1750514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Worked that out this morning. Still feel a bit empty.<!--QuoteEnd--></div><!--QuoteEEnd--> Reminds me of Black Mesa Source. xD Maybe you can add some barrels or break up the floor with different textures?
<!--quoteo(post=1750609:date=Feb 3 2010, 08:00 PM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Feb 3 2010, 08:00 PM) <a href="index.php?act=findpost&pid=1750609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Reminds me of Black Mesa Source. xD Maybe you can add some barrels or break up the floor with different textures?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, well I made a bit of work in this corner.. broke up the wall instead, haha ! ;)
<!--quoteo(post=1750615:date=Feb 3 2010, 08:20 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 3 2010, 08:20 PM) <a href="index.php?act=findpost&pid=1750615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, well I made a bit of work in this corner.. broke up the wall instead, haha ! ;)
<!--quoteo(post=1750715:date=Feb 4 2010, 10:06 AM:name=ssjyoda)--><div class='quotetop'>QUOTE (ssjyoda @ Feb 4 2010, 10:06 AM) <a href="index.php?act=findpost&pid=1750715"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm curious, what are you all using as light sources? All of the props are white lights, what about blue or green sources...<!--QuoteEnd--></div><!--QuoteEEnd-->
Bright green light would be weird, most of their light props are widely in the blue spectrum, 2 or 3 are bright white and there's one orange spectrum light.
You can change the light spectrum visually by adding an omni really close to the light with high intensity and low range with the color desired. Then adjust your lightning in effect to that.
I made 2 really simple props in the orange and yellow spectrum (you can see one in my last posted picture)
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
edited February 2010
I agree green is odd, just came to mind. Though NS1 used a lot of green and red lighting for hive areas. Which props specifically are blue that you mention, I must be looking past them since all prop previews don't load for me. Generic yellow and white are easy, but accent colors... I don't see many options for a source.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
while everyones maps look awesome I think they fail (or atleast not quite achieve)at ONE thing that UWE were aiming for in their level design.
and that was to make the maps look like they are part of bigger area than they really are - remember the refinery concept art? while the map itself might not be huge, it still feels huge from the surroundings - its not just some tech space dungeon
<!--quoteo(post=1750757:date=Feb 4 2010, 07:54 PM:name=ssjyoda)--><div class='quotetop'>QUOTE (ssjyoda @ Feb 4 2010, 07:54 PM) <a href="index.php?act=findpost&pid=1750757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree green is odd, just came to mind. Though NS1 used a lot of green and red lighting for hive areas. Which props specifically are blue that you mention, I must be looking past them since all prop previews don't load for me. Generic yellow and white are easy, but accent colors... I don't see many options for a source.
<img src="http://img514.imageshack.us/img514/6610/27654499.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> I luv it !! Still a few remarks (another opinio never hurts): I would change the floor (full floor), and the right rock side... I wouldn't let the debries fall on the floor (or perhaps that's just me).
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
<!--quoteo(post=1750869:date=Feb 5 2010, 01:41 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Feb 5 2010, 01:41 AM) <a href="index.php?act=findpost&pid=1750869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->while everyones maps look awesome I think they fail (or atleast not quite achieve)at ONE thing that UWE were aiming for in their level design.
and that was to make the maps look like they are part of bigger area than they really are - remember the refinery concept art? while the map itself might not be huge, it still feels huge from the surroundings - its not just some tech space dungeon<!--QuoteEnd--></div><!--QuoteEEnd-->
are you talking about room purpose to help tie them all together? Its kind of hard to do that without having a defined mapping guideline and gameplay details. Right now its just, make rooms that could be possibly used, and get used to the editor.
I think he is talking about seeing areas of the map ( outside or other rooms) that can be seen but the player doesnot have access to. Giving the map the sense that it is huge when really its not.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
We don't have a skybox system yet... But inaccessible details like hallways and doors that are damage/broken/allround inaccessible could work for this purpose. That is part of what made NS1 maps awesome...
Comments
Still getting to know all the props and I'm trying out some lighting/shadow settings in this scene. Too bad that the shadow quality is falling off that fast at the moment (or at least for Radeon cards :/).
I'd love to compare this to a screenshot on another, better pc.
Old archive room with its RT.
<img src="http://img269.imageshack.us/img269/3659/nsq34.jpg" border="0" class="linked-image" />
<img src="http://img688.imageshack.us/img688/8476/nsq35.jpg" border="0" class="linked-image" />
<img src="http://img688.imageshack.us/img688/700/nsq36.jpg" border="0" class="linked-image" />
On pic #1 the right floor, that doesnt fit in with that scaling, I think.
Ps I demand credits >:O
On pic #1 the right floor, that doesnt fit in with that scaling, I think.
Ps I demand credits >:O<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha, yeah it's true, I've already fixed that.
I'll make a new texture of a wall tile and include a hand written note that reads : "Seker was here" ;)
Thanks guys.
Old archive room with its RT.
<a href="http://img269.imageshack.us/img269/3659/nsq34.jpg" target="_blank">http://img269.imageshack.us/img269/3659/nsq34.jpg</a>[
<a href="http://img688.imageshack.us/img688/8476/nsq35.jpg" target="_blank">http://img688.imageshack.us/img688/8476/nsq35.jpg</a>
<a href="http://img688.imageshack.us/img688/700/nsq36.jpg" target="_blank">http://img688.imageshack.us/img688/700/nsq36.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
How many lights are in each room here?
<!--quoteo(post=1750281:date=Feb 2 2010, 11:07 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 2 2010, 11:07 AM) <a href="index.php?act=findpost&pid=1750281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.abload.de/image.php?img=ns3jjqz.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns3jjqz.jpg" border="0" class="linked-image" /></a>
Still getting to know all the props and I'm trying out some lighting/shadow settings in this scene. Too bad that the shadow quality is falling off that fast at the moment (or at least for Radeon cards :/).
I'd love to compare this to a screenshot on another, better pc.<!--QuoteEnd--></div><!--QuoteEEnd-->
That image site is displaying raw PHP for me.
The room with monitors has 1 omni, non shadow-casting for radiosity, 2 low range non shadow-casting omnis per light panels in the pillars (there are 3) along with 2 shadow-casting spot on high ranges.
The corridor with ramps to the RT has 3 radiosity omnis, and same for the 4 pillars on each end, plus 1 mid-range spotlight for each light prop on the girders.
Why do you ask?
<!--quoteo(post=1750383:date=Feb 2 2010, 11:55 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 2 2010, 11:55 PM) <a href="index.php?act=findpost&pid=1750383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That image site is displaying raw PHP for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, I've changed the imagehoster:
<!--quoteo(post=1750281:date=Feb 2 2010, 05:07 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 2 2010, 05:07 PM) <a href="index.php?act=findpost&pid=1750281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img35.imageshack.us/i/ns3p.jpg/" target="_blank"><img src="http://img35.imageshack.us/img35/2449/ns3p.jpg" border="0" class="linked-image" /></a>
Still getting to know all the props and I'm trying out some lighting/shadow settings in this scene. Too bad that the shadow quality is falling off that fast at the moment (or at least for Radeon cards :/).
I'd love to compare this to a screenshot on another, better pc.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://img687.imageshack.us/img687/1677/nsq37.jpg" border="0" class="linked-image" />
EDIT: I haven't forget you Seker. Since you asked so kindly, you're now part of my map. haha !
<img src="http://img717.imageshack.us/img717/3906/nsq38.jpg" border="0" class="linked-image" />
I expect the photoshop image to be put in a frame and mounted it in your readyroom :D
No no, it's better than that. That decal is actually in the map. You'll see it in-game. ;)
If you now get that map official, you are my man ;D
<img src="http://img62.imageshack.us/img62/7232/hallway1001.jpg" border="0" class="linked-image" />
<img src="http://img163.imageshack.us/img163/5681/hallway1002.jpg" border="0" class="linked-image" />
<!--quoteo(post=1750514:date=Feb 3 2010, 10:52 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 3 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1750514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Worked that out this morning. Still feel a bit empty.<!--QuoteEnd--></div><!--QuoteEEnd-->
Reminds me of Black Mesa Source. xD Maybe you can add some barrels or break up the floor with different textures?
Yeah, well I made a bit of work in this corner.. broke up the wall instead, haha ! ;)
<img src="http://img189.imageshack.us/img189/3982/nsq40.jpg" border="0" class="linked-image" />
<img src="http://img189.imageshack.us/img189/3982/nsq40.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Man does that look awesome. Pipi, your stuff is so organic. I love it.
Bright green light would be weird, most of their light props are widely in the blue spectrum, 2 or 3 are bright white and there's one orange spectrum light.
You can change the light spectrum visually by adding an omni really close to the light with high intensity and low range with the color desired. Then adjust your lightning in effect to that.
I made 2 really simple props in the orange and yellow spectrum (you can see one in my last posted picture)
<img src="http://img514.imageshack.us/img514/6610/27654499.jpg" border="0" class="linked-image" />
and that was to make the maps look like they are part of bigger area than they really are - remember the refinery concept art? while the map itself might not be huge, it still feels huge from the surroundings - its not just some tech space dungeon
<img src="http://img514.imageshack.us/img514/6610/27654499.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I luv it !!
Still a few remarks (another opinio never hurts): I would change the floor (full floor), and the right rock side... I wouldn't let the debries fall on the floor (or perhaps that's just me).
Keep up the good work !!
and that was to make the maps look like they are part of bigger area than they really are - remember the refinery concept art? while the map itself might not be huge, it still feels huge from the surroundings - its not just some tech space dungeon<!--QuoteEnd--></div><!--QuoteEEnd-->
are you talking about room purpose to help tie them all together? Its kind of hard to do that without having a defined mapping guideline and gameplay details. Right now its just, make rooms that could be possibly used, and get used to the editor.
<img src="http://img6.imageshack.us/img6/131/nsq41.jpg" border="0" class="linked-image" />