right you are! here's the source pic I used: <a href="http://www.flickr.com/photos/honus/1608292987/sizes/l/" target="_blank">http://www.flickr.com/photos/honus/1608292987/sizes/l/</a>
<a href="http://img21.imageshack.us/i/testmap.jpg/" target="_blank"><img src="http://img21.imageshack.us/img21/972/testmap.th.jpg" border="0" class="linked-image" /></a> My first room, I figure considering I've never mapped for anything (I did attempt hammer before rage quitting) it's not bad.
Is there any info on the size of the onos and so forth. So areas can be created with that in mind to prevent work going to waste when the actual models are added???? Or are they allready in there?(haven't been able to dl yet)
<!--quoteo(post=1740601:date=Nov 26 2009, 03:38 PM:name=brechtos)--><div class='quotetop'>QUOTE(brechtos @ Nov 26 2009, 03:38 PM) <a href="index.php?act=findpost&pid=1740601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any info on the size of the onos and so forth. So areas can be created with that in mind to prevent work going to waste when the actual models are added???? Or are they allready in there?(haven't been able to dl yet)<!--QuoteEnd--></div><!--QuoteEEnd-->
Directly no, nothing but the marine model for scale.
<!--quoteo(post=1740630:date=Nov 26 2009, 10:14 PM:name=Obraxis)--><div class='quotetop'>QUOTE(Obraxis @ Nov 26 2009, 10:14 PM) <a href="index.php?act=findpost&pid=1740630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The great thing about the work being shown here, is that it all looks like 'NS' I think that's credit to the Unknown Worlds guys and also the mappers.
Great work here. I hope we get to play with some of these foundations soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely agreed, its astounding how well they managed to keep the feel from NS1. Most sequels completely ruin the consistency of their art assets, especially when an engine change is involved.
<!--quoteo(post=1740601:date=Nov 26 2009, 08:38 PM:name=brechtos)--><div class='quotetop'>QUOTE(brechtos @ Nov 26 2009, 08:38 PM) <a href="index.php?act=findpost&pid=1740601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any info on the size of the onos and so forth. So areas can be created with that in mind to prevent work going to waste when the actual models are added???? Or are they allready in there?(haven't been able to dl yet)<!--QuoteEnd--></div><!--QuoteEEnd-->
The current door prop size should give you an idea how big he is going to be... they wouldn't design them to be too small for the "Oh Noooooooos! The door is too small!"
I'm currently working on part of my map. I'll post screen shots some time next week. Having a full time job sucks... but I like the money!
<b>Oh, could we have some 45 degree corners for the current set of walkways? Or just the hand rail???????? I can line up the rest. PLEASE PLEASE PLEASE!!!!!!!!! PRETTY PLEASE! WITH A CHERRY ON TOP!
No, defiantly the hand rail. Then I can fill this room I'm working on, with the same handrails... my current solution looks silly!</b>
Lights are very funny and easy. But on the other hand i m thinking what the max. number of lights and spot lights for the mid-range gfx card & cpu should be . This number should be declared or engine should warn us. (e.g. " Warning You reached max. prefered light numbers (64)"
This is a link to an album with about 10 shots of my hallway. Took me 6 hours. (Never done anything like this before!) <a href="http://img405.imageshack.us/g/shot7.jpg/" target="_blank">http://img405.imageshack.us/g/shot7.jpg/</a>
well my phenom2 955 quadcore with 8gb of ram and 1gb 4850, chugged quite well when i was down the hallway in this pic.. the orange glow itself is about 60 orange point lights of low intensity.. to go with the 20 or so spotlights on the roof of the hallway :).. yeah not very efficient but i was playing around lol
<!--quoteo(post=1740644:date=Nov 26 2009, 11:56 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Nov 26 2009, 11:56 PM) <a href="index.php?act=findpost&pid=1740644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a link to an album with about 10 shots of my hallway. Took me 6 hours. (Never done anything like this before!) <a href="http://img405.imageshack.us/g/shot7.jpg/" target="_blank">http://img405.imageshack.us/g/shot7.jpg/</a>
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--quoteo(post=1740654:date=Nov 26 2009, 03:41 PM:name=Shoot Me_I Explode)--><div class='quotetop'>QUOTE(Shoot Me_I Explode @ Nov 26 2009, 03:41 PM) <a href="index.php?act=findpost&pid=1740654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How many models and textures are included with the editor?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not a huge amount, but enough that you can definitely be creative. Also, art patches are coming.
<!--quoteo(post=1740561:date=Nov 26 2009, 11:31 AM:name=Genomaxter)--><div class='quotetop'>QUOTE(Genomaxter @ Nov 26 2009, 11:31 AM) <a href="index.php?act=findpost&pid=1740561"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->until there is a performance boost.. Its kinda hard to do anything else to the room without my computer starting to jump pretty bad.<!--QuoteEnd--></div><!--QuoteEEnd-->
Figured out my problem. Having <15 directional lights in a general area completely destroys performance... (i didn't realize how many I had till I started trying to make the performance better.)
Replaced about half of them with omni which increases the visible area without making it look any worse. Just really difficult to get those in the perfect spot.
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
edited November 2009
I've developed catwalk dependency. Fear my attempts at destroying your cherished memories! <img src="http://img257.imageshack.us/img257/8100/catwalks.png" border="0" class="linked-image" />
P.S. Don't point out the limitless issues in the picture.
OK sod it, I should be in bed but what the heck! Here is the first part of my level I had been planning since the UW said they were accepting maps from the community. I originally did a mock up of this room in Hammer, but it never looked this nice, and took days to get to this stage.
Obviously it's by no means finished, but I like where it's going. This is going to be the biggest room in my map, and will also be the centre of the map... The Computer Core.
Obviously I need a handrail, or maybe glass/mesh around the outter edge, and lights lots of lights, but the middle will be just like that, pretty much.
Each of the 4 walk ways will lead off to a RT and then off into the rest of the map. The only hallway I have completed will go to a landing pad and where I had always pictured the MS.
I currently can't get spotlights working :( , but did get them working for a short time, no idea why they aren't now.
I also don’t seem to have anything on my monitor screens, no idea why... any suggestions?
But my main issue at the moment is a slight lag when entering the room, I'm hoping that's just because my PC needs cleaning up, and the editor still has bugs... and not because the room is far too big... will there be any optimising tools? I could save a lot of space in this room with a sky box or an occulling brush... LOL!
Comments
Whoever can guess where this hallway is from first gets a cookie :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Battlestar Galactica! Aiiieeee!!!
right you are! here's the source pic I used:
<a href="http://www.flickr.com/photos/honus/1608292987/sizes/l/" target="_blank">http://www.flickr.com/photos/honus/1608292987/sizes/l/</a>
My first room, I figure considering I've never mapped for anything (I did attempt hammer before rage quitting) it's not bad.
<img src="http://i45.tinypic.com/21dld9l.jpg" border="0" class="linked-image" />
I should stop making test levels and actualy START making a layout/level lol.
<img src="http://img687.imageshack.us/img687/7832/entrance2.jpg" border="0" class="linked-image" />
Base entrance thingy I'm working on.
Or are they allready in there?(haven't been able to dl yet)
Or are they allready in there?(haven't been able to dl yet)<!--QuoteEnd--></div><!--QuoteEEnd-->
Directly no, nothing but the marine model for scale.
<img src="http://members.home.nl/afj.wientjes/hallway.jpg" border="0" class="linked-image" />
Thanks
<img src="http://img5.abload.de/img/ns_second_2gmbu.png" border="0" class="linked-image" />
<img src="http://www.abload.de/img/ns_second_1njcq.png" border="0" class="linked-image" />
<img src="http://members.home.nl/afj.wientjes/lightsnoprop.jpg" border="0" class="linked-image" />
Lights with props.
<img src="http://members.home.nl/afj.wientjes/lightsprop.jpg" border="0" class="linked-image" />
Red lighting: Color: 255.0.0 Intensity 5 Distance 60.
Yellow Lighting: Color: 255.128.0 Intensity 6 Distance 60.
Blue Lighting: Color: 0.255.255 Intensity 4 Distance 220.
Flashlight Omni: Color 255.255.255 Intensity 10 Distance 150.
Flashlight Spot: Color 255.255.255 Intensity 10 Distance 400 Inner: 20 Outer: 30.
The shadows cast from the tools is just a spot light placed on top of an omni. Since omni's don't cast shadows in this version of the editor.
Good luck.
@JAMazon indeed it is, but it's so pretty :P
Edit: I'd be happy to post the level file if you want.
I'm pretty sure I won't be turning this into a map at all, but still messing around with the tools and props :)
<a href="http://imgur.com/cRVOv.jpg" target="_blank"><img src="http://imgur.com/cRVOvl.jpg" border="0" class="linked-image" /></a>
<a href="http://imgur.com/mJwWX.jpg" target="_blank"><img src="http://imgur.com/mJwWXl.jpg" border="0" class="linked-image" /></a>
Great work here. I hope we get to play with some of these foundations soon.
Great work here. I hope we get to play with some of these foundations soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely agreed, its astounding how well they managed to keep the feel from NS1. Most sequels completely ruin the consistency of their art assets, especially when an engine change is involved.
Or are they allready in there?(haven't been able to dl yet)<!--QuoteEnd--></div><!--QuoteEEnd-->
The current door prop size should give you an idea how big he is going to be... they wouldn't design them to be too small for the "Oh Noooooooos! The door is too small!"
I'm currently working on part of my map. I'll post screen shots some time next week. Having a full time job sucks... but I like the money!
<b>Oh, could we have some 45 degree corners for the current set of walkways? Or just the hand rail???????? I can line up the rest. PLEASE PLEASE PLEASE!!!!!!!!! PRETTY PLEASE! WITH A CHERRY ON TOP!
No, defiantly the hand rail. Then I can fill this room I'm working on, with the same handrails... my current solution looks silly!</b>
<a href="http://img405.imageshack.us/g/shot7.jpg/" target="_blank">http://img405.imageshack.us/g/shot7.jpg/</a>
Any comments at all welcome.
<a href="http://img265.imageshack.us/i/shot1.jpg/" target="_blank"><img src="http://img265.imageshack.us/img265/9302/shot1.jpg" border="0" class="linked-image" /></a>
<a href="http://img257.imageshack.us/i/shot5.jpg/" target="_blank"><img src="http://img257.imageshack.us/img257/3295/shot5.jpg" border="0" class="linked-image" /></a>
<a href="http://img257.imageshack.us/i/shot3.jpg/" target="_blank"><img src="http://img257.imageshack.us/img257/8678/shot3.jpg" border="0" class="linked-image" /></a>
<a href="http://img405.imageshack.us/i/shot7.jpg/" target="_blank"><img src="http://img405.imageshack.us/img405/3594/shot7.jpg" border="0" class="linked-image" /></a>
<img src="http://img689.imageshack.us/img689/5522/lonleysoldier.jpg" border="0" class="linked-image" />
<a href="http://img405.imageshack.us/g/shot7.jpg/" target="_blank">http://img405.imageshack.us/g/shot7.jpg/</a>
Any comments at all welcome.
<a href="http://img265.imageshack.us/i/shot1.jpg/" target="_blank"><img src="http://img265.imageshack.us/img265/9302/shot1.jpg" border="0" class="linked-image" /></a>
<a href="http://img257.imageshack.us/i/shot5.jpg/" target="_blank"><img src="http://img257.imageshack.us/img257/3295/shot5.jpg" border="0" class="linked-image" /></a>
<a href="http://img257.imageshack.us/i/shot3.jpg/" target="_blank"><img src="http://img257.imageshack.us/img257/8678/shot3.jpg" border="0" class="linked-image" /></a>
<a href="http://img405.imageshack.us/i/shot7.jpg/" target="_blank"><img src="http://img405.imageshack.us/img405/3594/shot7.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Nice for the first time
Not a huge amount, but enough that you can definitely be creative. Also, art patches are coming.
Figured out my problem. Having <15 directional lights in a general area completely destroys performance... (i didn't realize how many I had till I started trying to make the performance better.)
Replaced about half of them with omni which increases the visible area without making it look any worse. Just really difficult to get those in the perfect spot.
Fear my attempts at destroying your cherished memories!
<img src="http://img257.imageshack.us/img257/8100/catwalks.png" border="0" class="linked-image" />
P.S. Don't point out the limitless issues in the picture.
Obviously it's by no means finished, but I like where it's going. This is going to be the biggest room in my map, and will also be the centre of the map... The Computer Core.
<a href="http://img510.imageshack.us/img510/7650/core1k.jpg" target="_blank">http://img510.imageshack.us/img510/7650/core1k.jpg</a>
<a href="http://img21.imageshack.us/img21/270/core1.jpg" target="_blank">http://img21.imageshack.us/img21/270/core1.jpg</a>
<a href="http://img136.imageshack.us/img136/839/coretop.jpg" target="_blank">http://img136.imageshack.us/img136/839/coretop.jpg</a>
Obviously I need a handrail, or maybe glass/mesh around the outter edge, and lights lots of lights, but the middle will be just like that, pretty much.
Each of the 4 walk ways will lead off to a RT and then off into the rest of the map. The only hallway I have completed will go to a landing pad and where I had always pictured the MS.
I currently can't get spotlights working :( , but did get them working for a short time, no idea why they aren't now.
I also don’t seem to have anything on my monitor screens, no idea why... any suggestions?
But my main issue at the moment is a slight lag when entering the room, I'm hoping that's just because my PC needs cleaning up, and the editor still has bugs... and not because the room is far too big... will there be any optimising tools? I could save a lot of space in this room with a sky box or an occulling brush... LOL!
Check it out everyone! anti-light! Just set your color values to negatives and bam, law defying light.
(Stolen from the irc chat)