The Post Your Screenshots Thread!

1454648505184

Comments

  • BluePhishBluePhish Join Date: 2003-12-14 Member: 24364Members, Constellation, Reinforced - Shadow
    Most ppl need to "fix" the Pipes. They can't just fly thru the map.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1761254:date=Mar 26 2010, 08:02 PM:name=BluePhish)--><div class='quotetop'>QUOTE (BluePhish @ Mar 26 2010, 08:02 PM) <a href="index.php?act=findpost&pid=1761254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most ppl need to "fix" the Pipes. They can't just fly thru the map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    nanites....
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited March 2010
    <!--quoteo(post=1761254:date=Mar 26 2010, 10:02 AM:name=BluePhish)--><div class='quotetop'>QUOTE (BluePhish @ Mar 26 2010, 10:02 AM) <a href="index.php?act=findpost&pid=1761254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most ppl need to "fix" the Pipes. They can't just fly thru the map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not sure if I follow you, if you mean with wall fixtures sure. Although if you look at the models we've been given models which have thick bolts and welded fixtures which in the real world, make that sort of piping very strong; meaning an external fixture is not necessarily needed. Walls and connecting weldings and bolts give just as much support in such an instance.

    Go walk round some local factories and you may see what I mean.

    Equally smaller pipes or not so large that are close to ceilings and walls, it would be a waste of design resources and time.

    EDIT:

    Google things such as refinary, pipework etc. You'll see images like this: <a href="http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2009/7/3/1246637811331/A-man-stands-amongst-fact-009.jpg" target="_blank">http://static.guim.co.uk/sys-images/Guardi...st-fact-009.jpg</a> which have literally no support in the real world too.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    That image actually shows that most of the pipes have supports of some sorts or are short in length.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Just run the pipe through the occasional bit of brushwork, that makes them look nice and solid and also the shape of the brushwork makes the pipe look unique from other maps.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Here's a WIP. It's a small tram tunnel leading into the marine spawn area.

    <img src="http://img189.imageshack.us/img189/8393/wip1k.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Changed it from a train station, to a walk way. What do you guys like better? WIP1, which is above, or WIP2 which is below?


    <img src="http://img709.imageshack.us/img709/3756/wip2h.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    That's extremely over repetitive. You need to set a hardline theme which can involve repetition, but that's too much.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited March 2010
    Thaldarin, thanks for the suggestion. I can honestly say that it does repeat, and I'm going to cut it down to a smaller hallway. Roughly a 10 second "sprint" from one end to the other.


    I just recycled everything. For some reason, everything was crooked, and also the brushwork was just horrible.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    edited March 2010
    I haven't touched my map during the entire spring break I had :(

    I'm trying to get as much done as I can for the engine test. I just have to find someone to test out my level :3

    <img src="http://img684.imageshack.us/img684/8398/evastart.png" border="0" class="linked-image" />

    I'm also having a hard time texturing those walls. I can't seem to find the right props or textures to fill them up with.
  • MotigMotig Join Date: 2008-10-23 Member: 65281Members
    I'm having the same problems with some of my walls, I just can't seem to make them interesting enough :\
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Use props.

    Either build them out of props, put props onto them, make areas which are full of props, or cover them in props.

    Props props props.

    Props.
  • GenomaxterGenomaxter Join Date: 2003-10-11 Member: 21597Members
    A good way of making walls interesting if you can't figure out what you should put, put support columns for the ceiling. makes for interesting places to hide. ^^
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Sometimes featureless walls are expected. Ask yourself: what would you expect to see on a wall in the given situation? If there is something - a window, a sign, a fan, some periphery - put it in. If nothing should be there anyway, just make sure it's properly lit.

    That said, NS2 environments will be very prop-heavy. Just what kind of stuff belongs where, we'll have a better idea come Alpha/Engine Test.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1761611:date=Mar 29 2010, 10:52 AM:name=Disorder)--><div class='quotetop'>QUOTE (Disorder @ Mar 29 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1761611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just can't seem to make them interesting enough :\<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm a big believer in simple is better.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1761619:date=Mar 29 2010, 12:44 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Mar 29 2010, 12:44 PM) <a href="index.php?act=findpost&pid=1761619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That said, NS2 environments will be very prop-heavy. Just what kind of stuff belongs where, we'll have a better idea come Alpha/Engine Test.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not all that prop-heavy. We're certainly not going for anything quite as intense as UT3; there will be a much stronger balance between props and world geometry. It's hard to describe exactly where the balance lies, so you are right to wait for the alpha/engine test to gauge it.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    <!--quoteo(post=1761624:date=Mar 29 2010, 09:13 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Mar 29 2010, 09:13 AM) <a href="index.php?act=findpost&pid=1761624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not all that prop-heavy. We're certainly not going for anything quite as intense as UT3; there will be a much stronger balance between props and world geometry. It's hard to describe exactly where the balance lies, so you are right to wait for the alpha/engine test to gauge it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What are the balance requirements for props vs brushes? ( Now known as faces. ) Is it 50/50? 80/20? 20/80?
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1761629:date=Mar 29 2010, 03:17 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 29 2010, 03:17 PM) <a href="index.php?act=findpost&pid=1761629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are the balance requirements for props vs brushes? ( Now known as faces. ) Is it 50/50? 80/20? 20/80?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If it lags, take some out, if it doesn't, put more in.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    edited March 2010
    <!--quoteo(post=1761624:date=Mar 29 2010, 04:13 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Mar 29 2010, 04:13 PM) <a href="index.php?act=findpost&pid=1761624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not all that prop-heavy. We're certainly not going for anything quite as intense as UT3; there will be a much stronger balance between props and world geometry. It's hard to describe exactly where the balance lies, so you are right to wait for the alpha/engine test to gauge it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Excellent, thank you. While we're at it, will the Engine Test map represent this balance, or will it stand on its own?..

    <!--quoteo(post=1761643:date=Mar 29 2010, 06:44 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 29 2010, 06:44 PM) <a href="index.php?act=findpost&pid=1761643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it lags, take some out, if it doesn't, put more in.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A universal benchmark would be pretty damn useful for this exact reason. Maybe the Engine Test will represent it in some form.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The engine test is more likely to be representative of the visual balance rather than providing a watertight benchmark for performance balance. We are constantly refining both, so there's no way to put a numerical value on it, but the engine test can be seen as a good starting point.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    <!--quoteo(post=1761643:date=Mar 29 2010, 11:44 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 29 2010, 11:44 AM) <a href="index.php?act=findpost&pid=1761643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it lags, take some out, if it doesn't, put more in.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Right, but then again you have the culling to deal with. I think there really is no max. I'll see what I can do with my current WIP.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1761656:date=Mar 29 2010, 05:37 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 29 2010, 05:37 PM) <a href="index.php?act=findpost&pid=1761656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right, but then again you have the culling to deal with. I think there really is no max. I'll see what I can do with my current WIP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The rule is supposed to be used with a final product so it's more accurately 'if it lags with optimisation, take some out'

    Or you could improve the optimisation but it remins to be seen whether that is possible.
  • phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1761611:date=Mar 29 2010, 10:52 AM:name=Disorder)--><div class='quotetop'>QUOTE (Disorder @ Mar 29 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1761611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having the same problems with some of my walls, I just can't seem to make them interesting enough :\<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1761611:date=Mar 29 2010, 10:52 AM:name=Disorder)--><div class='quotetop'>QUOTE (Disorder @ Mar 29 2010, 10:52 AM) <a href="index.php?act=findpost&pid=1761611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having the same problems with some of my walls, I just can't seem to make them interesting enough :\<!--QuoteEnd--></div><!--QuoteEEnd-->
    Anaglypta wallpaper design :-}

    Not sure what it might be called elsewhere in the world, but it's a sort of embossed paper that helps hide lumps and bumps in old walls...

    Some designs can be seen here;

    <a href="http://www.wallpaperdirect.co.uk/brands/anaglypta" target="_blank">http://www.wallpaperdirect.co.uk/brands/anaglypta</a>

    ...thinking about it, that'd probably be quite a "cute" diversion in a map - the habitable areas such as the quarters and dining areas etc. could be "humanised"...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1761684:date=Mar 29 2010, 09:24 PM:name=phoenixbbs)--><div class='quotetop'>QUOTE (phoenixbbs @ Mar 29 2010, 09:24 PM) <a href="index.php?act=findpost&pid=1761684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anaglypta wallpaper design :-}

    Not sure what it might be called elsewhere in the world, but it's a sort of embossed paper that helps hide lumps and bumps in old walls...

    Some designs can be seen here;

    <a href="http://www.wallpaperdirect.co.uk/brands/anaglypta" target="_blank">http://www.wallpaperdirect.co.uk/brands/anaglypta</a>

    ...thinking about it, that'd probably be quite a "cute" diversion in a map - the habitable areas such as the quarters and dining areas etc. could be "humanised"...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Over here we call it 'tacky'.
  • phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1761806:date=Mar 30 2010, 04:29 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 30 2010, 04:29 PM) <a href="index.php?act=findpost&pid=1761806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Over here we call it 'tacky'.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's exactly what I was talking about - it's tacky, but it's the sort of crap that humans have been known to use as decoration...
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    Started working on a hallway out of Marine Start leading to the Lunch Room.

    <img src="http://img44.imageshack.us/img44/7721/billboardk.png" border="0" class="linked-image" />

    The vent is nearly finished, just need to do a bit of texture working and lighting. It does lead into Marine Start from the pipes on the ceiling (see picture by me above)
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    I thought vents into MS were a no-no...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    They're alien only routes. To me it makes sense to make them near the alien side only.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1761887:date=Mar 30 2010, 08:06 PM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Mar 30 2010, 08:06 PM) <a href="index.php?act=findpost&pid=1761887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought vents into MS were a no-no...<!--QuoteEnd--></div><!--QuoteEEnd-->

    If so, then it can be a weldable vent.

    But since this is NS2, vents going to marine start may be alright.
Sign In or Register to comment.