schkorpioI can mspaintJoin Date: 2003-05-23Member: 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....
<!--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.
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.
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.
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. ^^
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.
<!--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-->
InsaneAnomalyJoin Date: 2002-05-13Member: 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.
<!--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?
<!--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.
<!--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.
InsaneAnomalyJoin Date: 2002-05-13Member: 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.
<!--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.
<!--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.
<!--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...
...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"...
...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-->
<!--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...
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)
slayer20Killed a man once.Join Date: 2007-12-13Member: 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.
Comments
nanites....
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.
<img src="http://img189.imageshack.us/img189/8393/wip1k.jpg" border="0" class="linked-image" />
<img src="http://img709.imageshack.us/img709/3756/wip2h.jpg" border="0" class="linked-image" />
I just recycled everything. For some reason, everything was crooked, and also the brushwork was just horrible.
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.
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.
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.
I'm a big believer in simple is better.
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.
What are the balance requirements for props vs brushes? ( Now known as faces. ) Is it 50/50? 80/20? 20/80?
If it lags, take some out, if it doesn't, put more in.
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.
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.
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.
<!--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"...
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'.
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...
<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)
If so, then it can be a weldable vent.
But since this is NS2, vents going to marine start may be alright.