ns2_chela
DarkATi
Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">It's About Time I Revealed This...</div>Update: September 24, 2011
NEW SCREENSHOTS
<img src="http://www.minervaspace.org/ns2_chela/hallway1.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/hallway2.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/lockers1.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_catwalks.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_ground.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_node.jpg" border="0" class="linked-image" />
NEW SCREENSHOTS
<img src="http://www.minervaspace.org/ns2_chela/hallway1.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/hallway2.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/lockers1.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_catwalks.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_ground.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_node.jpg" border="0" class="linked-image" />
Comments
<img src="http://www.ezarticlesubmitter.com/ns2/chela8.jpg" border="0" class="linked-image" />
<img src="http://www.ezarticlesubmitter.com/ns2/chela9.jpg" border="0" class="linked-image" />
<img src="http://www.ezarticlesubmitter.com/ns2/chela10.jpg" border="0" class="linked-image" />
<img src="http://www.ezarticlesubmitter.com/ns2/chela11.jpg" border="0" class="linked-image" />
<img src="http://www.ezarticlesubmitter.com/ns2/chela12.jpg" border="0" class="linked-image" />
Cheers,
Cody
I would like an overview shot as well.
Cheers,
Cody
I use multiple omnis to create a light. 5 Lights or more depending on size of area.
1st is a sput light @ 45 degrees about 8 intensity and radious just touches or pass a little the floor/wall. (Cast Shadows only with this light)
2nd is a 50 intensity very small radious Omni right up against the light prop to illuminate the lamp, i try to illuminate the just the lamp not the surrounding wall.
3rd is a 5 - 10 intensity omni a short distance from the light with a modorate range that does just about touch the wall if the light is flat against the wall.
4th is a large radious omni with an intensity of 0.5 to 1 to illuminate the area and act as faked bounce light. Positioned halfway between the source and any adjacent wall/floor.
5th is an omni that is positioned near the adjacent floor/wall with an intensity of 2 - 5 and illuminates the same or slightly large area of a sorafce that is light by the spot light (or another way to say it is: match the radious of this light to the spot area of the spot light). This does 2 things, Firstly creates a light pool on the surface, Secondly it creates a light shimmer on the surface that looks awsome vastly reducing any bleached matt look of a well lit surface so it looks more natural.
Use more omnis in large areas to light up outer areas further away from the light to simulate more bounce with an intensity of 0.25 - 0.5
Finally use an Ambient light to mix & blend color from multiple directions matching the color of the light sources that the arrows point away from.
Dont be afraid to use upto 2 of these rotated at different angles from each other where you have lots of different color light source dotted around 1 room.
<a href="http://www.ezarticlesubmitter.com/ns2/chela1.jpg" target="_blank">http://www.ezarticlesubmitter.com/ns2/chela1.jpg</a>
This. Where is the yellow and red lighting coming from? And I don't think that those red and yellow look good together, and specially not so close together.
Most of the other stuff is fine. I like the blue/yellow thing. Though, some places there are pitch black areas. I don't mind it being dark, but not too dark. If you have a light-source in a room, the walls and ceilings would most likely all be visible even if the light was far away and had a cap. Try it for yourself in your room and you'll see what I mean :)
Like the original NS guidelines suggested, have the players be able to see some details/areas yet not be able to access them (a corridor you cant go through yet you can peak through the crack in the doors). It's just giving the little details a purpose for being there that fits the overall theme of the level. As the saying goes though i could be teaching you how to suck eggs but there we are.
I understand this is probably an early draft of the level and still requires a good once over with the detail brush, just pointing out some observations, other than that the architecture of most of the rooms and corridors is solid, while some are really interesting and remind me quite a bit of doom 3 which is a good thing.
This. Where is the yellow and red lighting coming from? And I don't think that those red and yellow look good together, and specially not so close together.
Most of the other stuff is fine. I like the blue/yellow thing. Though, some places there are pitch black areas. I don't mind it being dark, but not too dark. If you have a light-source in a room, the walls and ceilings would most likely all be visible even if the light was far away and had a cap. Try it for yourself in your room and you'll see what I mean :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah.
Firstly, there is no yellow light in that shot. The lights are white. The yellow you are seeing is the texture. I would love to be able to control spec maps but that hasn't been implemented in the editor yet. Which means, the white light is bouncing off the yellow texture and due to the intensity of the default spec map, it appears yellow.
The red light is simply not finished yet. I am assuming that UWE will include different colored lights eventually, right? For now I'd rather have random splotches of red without any apparent light source rather than splotches of red coming from super bright lights.
So, yes, it all comes down to the map still being highly work-in-progress.
Cheers,
Cody
Firstly, there is no yellow light in that shot. The lights are white. The yellow you are seeing is the texture. I would love to be able to control spec maps but that hasn't been implemented in the editor yet. Which means, the white light is bouncing off the yellow texture and due to the intensity of the default spec map, it appears yellow.
The red light is simply not finished yet. I am assuming that UWE will include different colored lights eventually, right? For now I'd rather have random splotches of red without any apparent light source rather than splotches of red coming from super bright lights.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for clearing this up! Then I would suggest a different texture as that looks quite not nice(no offense of course!). Also you do know that the lights change color according to the color of the light entity?(not entirely but you should be able to see difference between blue and red for instance on the props.) I think it's called an emissive map if I'm not entirely mistaken.
<img src="http://www.ezarticlesubmitter.com/ns2/silo1.jpg" border="0" class="linked-image" />
<img src="http://www.ezarticlesubmitter.com/ns2/silo-entrance.jpg" border="0" class="linked-image" />
Cheers,
Cody
NEW SCREENSHOTS
<img src="http://www.minervaspace.org/ns2_chela/hallway1.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/hallway2.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/lockers1.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_catwalks.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_ground.jpg" border="0" class="linked-image" />
<img src="http://www.minervaspace.org/ns2_chela/silo_node.jpg" border="0" class="linked-image" />
Cheers,
Cody
I will release an alpha just as soon as possible, but right now the alien start is completely unfinished and I haven't connected any vents for skulks/lerks yet.
!!!!
Working as fast as I can, though!
Cheers,
Cody