IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1751187:date=Feb 5 2010, 07:52 PM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Feb 5 2010, 07:52 PM) <a href="index.php?act=findpost&pid=1751187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems the Frontiersmen got so rich from all that war in NS1 that they bought golden floors and walls. xD Looks great as always, Pipi!<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2010
<!--quoteo(post=1751153:date=Feb 6 2010, 01:36 AM:name=ssjyoda)--><div class='quotetop'>QUOTE (ssjyoda @ Feb 6 2010, 01:36 AM) <a href="index.php?act=findpost&pid=1751153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->not sure I understand your question.. I didn't resize the props, I try and keep as close to original size always.<!--QuoteEnd--></div><!--QuoteEEnd--> I think he wasn't asking you a question, just making a general observation about tower props that could be used as a makeshift skybox (or I misunderstood him :D)
That's cool WatchMaker, Will you make that into 3 seperate models? That way the top and bottom could be use seperatly by the mapper in different ways plus allow us to stack the beam model to desired length.
Oh better post something to keep the thread on topic:
<!--quoteo(post=1751502:date=Feb 6 2010, 06:27 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Feb 6 2010, 06:27 PM) <a href="index.php?act=findpost&pid=1751502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will you make that into 3 seperate models?<!--QuoteEnd--></div><!--QuoteEEnd-->
I had not considered that, but I believe I will. Convenience of use is always an important aspect to prop making, so consider it done. I may or may not be releasing it in a custom model pack soon.
<!--quoteo(post=1751502:date=Feb 7 2010, 12:27 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Feb 7 2010, 12:27 AM) <a href="index.php?act=findpost&pid=1751502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's cool WatchMaker, Will you make that into 3 seperate models? That way the top and bottom could be use seperatly by the mapper in different ways plus allow us to stack the beam model to desired length.
Oh better post something to keep the thread on topic:
<!--quoteo(post=1751502:date=Feb 6 2010, 07:27 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Feb 6 2010, 07:27 PM) <a href="index.php?act=findpost&pid=1751502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh better post something to keep the thread on topic:<!--QuoteEnd--></div><!--QuoteEEnd-->
That room looks fantastic - I'm really liking the atmosphere of the stuff you've posted so far. Can't wait to (eventually) see one of your maps!
Ditto to some of the other guys (WatchMaker, Pipi, etc) too. It's exciting to see so many talented guys posting such high quality stuff so soon after the tool was released.
Thanks Xtof, Supernorn & Warmonger for the comments. Given me more of a push to press on with the map.
Just whant to know what you guys think of the following after I accidently deleted my "Sky Light" and selected the wrong color when putting it back in. I think its better as well as more natural:
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i noticed something after a friend asked me if my halls were large enough for the onos.. there are some door props that have a smaller opening than the onos prop.. I could be wrong, but haven't all the details on requirements, size and polycounts, been withheld so far?
Any major/main/etc route through the map should use the bigger doors so the Onos can fit easily. Side routes can use the smaller doors forcing it to crouch.
<!--quoteo(post=1751928:date=Feb 8 2010, 04:28 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Feb 8 2010, 04:28 PM) <a href="index.php?act=findpost&pid=1751928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks Xtof, Supernorn & Warmonger for the comments. Given me more of a push to press on with the map.
Just whant to know what you guys think of the following after I accidently deleted my "Sky Light" and selected the wrong color when putting it back in. I think its better as well as more natural:
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map02.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> I felt the amber glow really set the mood for the first one - nothing says eerie sundown on a foreign planet like martian-red rays hitting an organic-looking rock formation.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited February 2010
Agreed. Great lighting and texture composition.
The issue I have with that scene: The first impression I get is that it's some damaged or broken down corridor/area due to how the props and architecture work (just seems a little chaotic, mostly due to the x-bars), but when I look closely I don't see anything from lighting to details that indicates this kind of damaged area. So the shot kinda sends mixed signals, if you know what I mean.
<!--quoteo(post=1752084:date=Feb 9 2010, 09:36 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 9 2010, 09:36 PM) <a href="index.php?act=findpost&pid=1752084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed. Great lighting and texture composition.
The issue I have with that scene: The first impression I get is that it's some damaged or broken down corridor/area due to how the props and architecture work (just seems a little chaotic, mostly due to the x-bars), but when I look closely I don't see anything from lighting to details that indicates this kind of damaged area. So the shot kinda sends mixed signals, if you know what I mean.<!--QuoteEnd--></div><!--QuoteEEnd--> Looking back at it... Yes, the architecture makes no sense. Something like that would never bear load in real life, which would naturally throw off the eye quite a bit.
When I first looked at it I thought it was a really well done broken corridor, but then I saw the posts below. Point is, I think instead of fixing it just make it look more damaged cause i was really impressed before realising it wasn't damaged.
<!--quoteo(post=1752127:date=Feb 9 2010, 04:44 PM:name=dr_nic)--><div class='quotetop'>QUOTE (dr_nic @ Feb 9 2010, 04:44 PM) <a href="index.php?act=findpost&pid=1752127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When I first looked at it I thought it was a really well done broken corridor, but then I saw the posts below. Point is, I think instead of fixing it just make it look more damaged cause i was really impressed before realising it wasn't damaged.<!--QuoteEnd--></div><!--QuoteEEnd-->
if you add some sort of column support on the slanted sides... it may have the impression of a bunker than a non-damaged, damaged room.
It's the future, maybe the x bars aren't meant to be load bearing. I really liked it the way it was. Especially the being able to see out the side of the corridor!
Comments
Every ship needs some bling.
I think he wasn't asking you a question, just making a general observation about tower props that could be used as a makeshift skybox (or I misunderstood him :D)
Finally got a custom prop in-game, feels like a god damn milestone. This one's texture isn't done obviously, but I felt like sharing. :)
Looks like a big power generator of some sort.
<img src="http://img6.imageshack.us/img6/1830/generator2.jpg" border="0" class="linked-image" />
>:D
Oh better post something to keep the thread on topic:
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map01.jpg" border="0" class="linked-image" />
I had not considered that, but I believe I will. Convenience of use is always an important aspect to prop making, so consider it done. I may or may not be releasing it in a custom model pack soon.
<!--quoteo(post=1751502:date=Feb 7 2010, 12:27 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Feb 7 2010, 12:27 AM) <a href="index.php?act=findpost&pid=1751502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's cool WatchMaker, Will you make that into 3 seperate models? That way the top and bottom could be use seperatly by the mapper in different ways plus allow us to stack the beam model to desired length.
Oh better post something to keep the thread on topic:
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map01.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That room looks fantastic - I'm really liking the atmosphere of the stuff you've posted so far. Can't wait to (eventually) see one of your maps!
Ditto to some of the other guys (WatchMaker, Pipi, etc) too. It's exciting to see so many talented guys posting such high quality stuff so soon after the tool was released.
Just whant to know what you guys think of the following after I accidently deleted my "Sky Light" and selected the wrong color when putting it back in.
I think its better as well as more natural:
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map02.jpg" border="0" class="linked-image" />
Just whant to know what you guys think of the following after I accidently deleted my "Sky Light" and selected the wrong color when putting it back in.
I think its better as well as more natural:
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2_map02.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I felt the amber glow really set the mood for the first one - nothing says eerie sundown on a foreign planet like martian-red rays hitting an organic-looking rock formation.
It just needed some radiosity because the sunlight is always much more influent that any other light sources.
<img src="http://img691.imageshack.us/img691/4381/x12p.jpg" border="0" class="linked-image" />
Very natural lighting. Great composition.
The issue I have with that scene:
The first impression I get is that it's some damaged or broken down corridor/area due to how the props and architecture work (just seems a little chaotic, mostly due to the x-bars), but when I look closely I don't see anything from lighting to details that indicates this kind of damaged area.
So the shot kinda sends mixed signals, if you know what I mean.
Sweet, thanks.
<!--quoteo(post=1752084:date=Feb 9 2010, 09:36 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 9 2010, 09:36 PM) <a href="index.php?act=findpost&pid=1752084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed. Great lighting and texture composition.
The issue I have with that scene:
The first impression I get is that it's some damaged or broken down corridor/area due to how the props and architecture work (just seems a little chaotic, mostly due to the x-bars), but when I look closely I don't see anything from lighting to details that indicates this kind of damaged area.
So the shot kinda sends mixed signals, if you know what I mean.<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking back at it... Yes, the architecture makes no sense. Something like that would never bear load in real life, which would naturally throw off the eye quite a bit.
Thank you.
Point is, I think instead of fixing it just make it look more damaged cause i was really impressed before realising it wasn't damaged.
Point is, I think instead of fixing it just make it look more damaged cause i was really impressed before realising it wasn't damaged.<!--QuoteEnd--></div><!--QuoteEEnd-->
if you add some sort of column support on the slanted sides... it may have the impression of a bunker than a non-damaged, damaged room.
Just showing off my skillz.
was written by a bloke called James Hastings i believe
<a href="http://planetpixelemporium.com/tutorialpages/light.html" target="_blank">Link for some "real world" lighting info</a>
but at the end of the day i suppose it comes down to the way it looks when you do it
@Slayer20
Looks nice from what i can see, i reckons it should be a wee bit lighter though