@Blasphemy Try something more like this: Each light has a spot and a omni, the omni has a high intensity but low range (this is to light the light face) then you use another omni spaced more centrally to the room, or area with high range and low intesity, typically 1 or 2, with create shadow as false.
Tom, increase the intensity of your major lights from light props, and make sure to set the "Cast shadows" option to False, otherwise you'll have system performance issues. Add some "detail lights" to props with shorter legnths, and higher intensities. This gives it a bit more lighting goodies :] Take my hallway for example. Only about 4 major lights, and many detailed lights.
Tom Hoen: Good work, only suggestion I have, and that I would do in this corridor is scale in length the wire prop running in the middle of the floor. Like, delete just a couple of them. Then I would raise them up a bit and make a really low kinda wall to split the floor but make it low enough for marines to jump over.
Excellent first attempt, gomgom50. I really love the lighting (you can see the whole floor, but really have to watch the ceiling). This is exactly how darkly lit areas should look, IMO
Man, i really do like that. away from the normal corridors for once :D<!--QuoteEnd--></div><!--QuoteEEnd-->
If i go ahead with a map it will be a mix of these types of chambers along with the usual NS style corridors. I will try and add a difference to them to try and spice them up a little over the default shape and sizes but it can be very difficult to come up with those types of designs and still make them work in an NS map due to restrictions with gameplay.
Due to the limited amount of resources that are available with the Spark Editor at the moment i think we will see a lot of maps that are very 'samey' in relation to the positioning and repeating of current models. I want to take advantage of the models currently available to use but i don't want the map to be pigeonholed into the same decor as maps currently in development due to this limiting factor. Its all well and good to say on paper that i can just make up some areas with detailed brush work, but in practice that is not the case and it never has been when you use models as a comparison.
Using detailed brushes in maps to try and replace models or add detail has never worked out well for me and it tends to bog me down and waste huge amounts of my time. I'm never happy with what i have done and most of the time the work gets deleted, and at the moment it is impossible to this in the Spark Editor anyway. Some may disagree and say that it can be done, but i would answer them with the comment "if you want it to look like NS1 and run like a lame dog then it can be done".
I want to ask my question about the future plans for including new tools in the Spark Editor again in case anyone missed the first time.
@Tom Hoen: Maps need to look realistic in their design and i can tell you that no one would ever lay pipes in the middle of their floor way because its a trip hazard, which means you would never ever see that type of set up anywhere. You might think it looks cool to have those pipe models in the floor and they are, but you need to reposition them to a more ideal location.
I also saw a screen shot of a fan in the wall a little further up in this page, and the same applies to that. You wont ever see a huge fan like that in a wall right next to where people walk. The blast/suction of air it gives off would be very high and it would make too much noise. If you want to use a fan, you need to locate it where fans are usually placed.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
<!--quoteo(post=1762566:date=Apr 3 2010, 10:28 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Apr 3 2010, 10:28 PM) <a href="index.php?act=findpost&pid=1762566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I worked a bit more on the omnis, placing them and removing shadow effects.
Too dark? Too bright?<!--QuoteEnd--></div><!--QuoteEEnd-->
You might want to try building smaller rooms at first, fill them up, and lighting them. I find that figuring out the lighting system is easier with smaller, more decorated rooms. My suggestion^
That final picture looks particularly nice. Is there room on the side of the walkway for Skulks to crawl around in? I plan on playing around with vertical space when I finally get Spark.
I havent posted for ages so here is an update from me. I have made 3 new models in these shots for catwalks. They are simple central run pieces and a pillar so you can have nicer looking wider catwalks with support columbs.
1st model is just a normal center peice 2nd has a plate and support beams 3rd is a pillar that sits under &/ ontop of the plate of the 2nd model.
Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)
Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.
Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)
Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.<!--QuoteEnd--></div><!--QuoteEEnd-->
The scale and lighting looks fine.
Sgt. Barlow has returned TPYST back to TPYST rather than 'your development' thread. Liking the new catwalks Barlow.
Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)
Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cheers. It was just a showcase hall, thats why the lighting is on the short side, I decided am gonna copy this to my map though, It came out real well. Dunno whats up with the pipe, I guess its a combination of the angle and the FOV because its fine in the editor, not scaled up.
The pillars already do go through, you can just about make out the center one through the grates, there is obviously no lights down their.
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1762705:date=Apr 4 2010, 08:13 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 4 2010, 08:13 PM) <a href="index.php?act=findpost&pid=1762705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you were standing in that room, what do you think you should see?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1762705:date=Apr 4 2010, 09:13 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 4 2010, 09:13 PM) <a href="index.php?act=findpost&pid=1762705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you were standing in that room, what do you think you should see?<!--QuoteEnd--></div><!--QuoteEEnd--> vehicles
I'll stop posting for now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the open spacing of the floor. Leaves room for construction. The wall needs a bit less repetition, and maybe make it come out towards you a bit. The lighting seems fine and the back wall looks fine as well. Add some things hanging from the ceiling. Maybe even come beams to make it come at you a bit.
Comments
<img src="http://img51.imageshack.us/img51/92/wipmshf2.jpg" border="0" class="linked-image" />
<img src="http://img251.imageshack.us/img251/9375/wipmshf1.jpg" border="0" class="linked-image" />
<img src="http://i41.tinypic.com/14jm4u9.jpg" border="0" class="linked-image" />
Any suggestions?
<img src="http://img265.imageshack.us/img265/1436/nseuclideanvaloisakayta.jpg" border="0" class="linked-image" />
Hallway leading to middle rt.
I have always been bad with the lighting and colours. Any suggestions for improvement?
<img src="http://www.conception-design.net/stuff/lightmethod.jpg" border="0" class="linked-image" />
<img src="http://i255.photobucket.com/albums/hh154/gomgom50/Editor2010-04-0317-31-58-21.jpg" border="0" class="linked-image" />
<img src="http://i255.photobucket.com/albums/hh154/gomgom50/Editor2010-04-0317-31-38-38.jpg" border="0" class="linked-image" />
<img src="http://i255.photobucket.com/albums/hh154/gomgom50/Editor2010-04-0317-31-20-01.jpg" border="0" class="linked-image" />
please comment :D
Man, i really do like that. away from the normal corridors for once :D<!--QuoteEnd--></div><!--QuoteEEnd-->
If i go ahead with a map it will be a mix of these types of chambers along with the usual NS style corridors. I will try and add a difference to them to try and spice them up a little over the default shape and sizes but it can be very difficult to come up with those types of designs and still make them work in an NS map due to restrictions with gameplay.
Due to the limited amount of resources that are available with the Spark Editor at the moment i think we will see a lot of maps that are very 'samey' in relation to the positioning and repeating of current models. I want to take advantage of the models currently available to use but i don't want the map to be pigeonholed into the same decor as maps currently in development due to this limiting factor. Its all well and good to say on paper that i can just make up some areas with detailed brush work, but in practice that is not the case and it never has been when you use models as a comparison.
Using detailed brushes in maps to try and replace models or add detail has never worked out well for me and it tends to bog me down and waste huge amounts of my time. I'm never happy with what i have done and most of the time the work gets deleted, and at the moment it is impossible to this in the Spark Editor anyway. Some may disagree and say that it can be done, but i would answer them with the comment "if you want it to look like NS1 and run like a lame dog then it can be done".
I want to ask my question about the future plans for including new tools in the Spark Editor again in case anyone missed the first time.
@Tom Hoen: Maps need to look realistic in their design and i can tell you that no one would ever lay pipes in the middle of their floor way because its a trip hazard, which means you would never ever see that type of set up anywhere. You might think it looks cool to have those pipe models in the floor and they are, but you need to reposition them to a more ideal location.
I also saw a screen shot of a fan in the wall a little further up in this page, and the same applies to that. You wont ever see a huge fan like that in a wall right next to where people walk. The blast/suction of air it gives off would be very high and it would make too much noise. If you want to use a fan, you need to locate it where fans are usually placed.
<img src="http://i43.tinypic.com/35dc5qx.jpg" border="0" class="linked-image" />
Too dark? Too bright?
<img src="http://i43.tinypic.com/35dc5qx.jpg" border="0" class="linked-image" />
Too dark? Too bright?<!--QuoteEnd--></div><!--QuoteEEnd-->
You might want to try building smaller rooms at first, fill them up, and lighting them. I find that figuring out the lighting system is easier with smaller, more decorated rooms.
My suggestion^
<a href="http://img63.imageshack.us/i/ns2mapstart01.jpg/" target="_blank"><img src="http://img63.imageshack.us/img63/6250/ns2mapstart01.jpg" border="0" class="linked-image" /></a>
<a href="http://img85.imageshack.us/i/ns2mapstart02.jpg/" target="_blank"><img src="http://img85.imageshack.us/img85/6359/ns2mapstart02.jpg" border="0" class="linked-image" /></a>
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<a href="http://img85.imageshack.us/i/ns2mapstart04.jpg/" target="_blank"><img src="http://img85.imageshack.us/img85/9652/ns2mapstart04.jpg" border="0" class="linked-image" /></a>
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As for the room size. That is probably true, I was just trying to get a feel for lighting larger rooms before I place the props.
I havent posted for ages so here is an update from me. I have made 3 new models in these shots for catwalks. They are simple central run pieces and a pillar so you can have nicer looking wider catwalks with support columbs.
1st model is just a normal center peice
2nd has a plate and support beams
3rd is a pillar that sits under &/ ontop of the plate of the 2nd model.
<img src="http://www.unitedworlds.co.uk/ns2/images/catwalks01.jpg" border="0" class="linked-image" />
<img src="http://www.unitedworlds.co.uk/ns2/images/catwalks02.jpg" border="0" class="linked-image" />
Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)
Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.
Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)
Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.<!--QuoteEnd--></div><!--QuoteEEnd-->
The scale and lighting looks fine.
Sgt. Barlow has returned TPYST back to TPYST rather than 'your development' thread. Liking the new catwalks Barlow.
KISS. Keep it simple, stupid.
Walk around your favourite games, Half-life 2, BF:BC2, Bioshock. Look up. It's simple.
Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)
Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cheers.
It was just a showcase hall, thats why the lighting is on the short side, I decided am gonna copy this to my map though, It came out real well.
Dunno whats up with the pipe, I guess its a combination of the angle and the FOV because its fine in the editor, not scaled up.
The pillars already do go through, you can just about make out the center one through the grates, there is obviously no lights down their.
<img src="http://i41.tinypic.com/14wx5dv.png" border="0" class="linked-image" />
I really need to learn the power of interesting.
Gonna do an overhaul anyways. Walls are ultraplain.
I really need to learn the power of interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you were standing in that room, what do you think you should see?
A boss fight.
<img src="http://i41.tinypic.com/315j4tg.png" border="0" class="linked-image" />
I'll stop posting for now.
vehicles
<img src="http://i41.tinypic.com/315j4tg.png" border="0" class="linked-image" />
I'll stop posting for now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the open spacing of the floor. Leaves room for construction. The wall needs a bit less repetition, and maybe make it come out towards you a bit. The lighting seems fine and the back wall looks fine as well. Add some things hanging from the ceiling. Maybe even come beams to make it come at you a bit.
Can't wait for the engine test. Should be a godsend to the mappers.