ns2_chela

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
edited September 2011 in Mapping
<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" />

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <img src="http://www.ezarticlesubmitter.com/ns2/chela7.jpg" border="0" class="linked-image" />

    <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
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    kewl, got an top sided overview of the whole map?
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Nice feel. I'm going to have to say that the lighting can be MUCH better. Are you using ambiance lighting? if not, I'd start on that right away!
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    I agree with UncleRay, you can do better with the lighting. In the very first shot the red and yellow seems to crash(at least for me) and they seem to be way too harshly lit? And there's really a lack of detail I think and it seems as if you're trying to hide it with shadows and it doesn't quite come out right imo. But keep it up and I'm sure it will improve along the way!

    I would like an overview shot as well.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I do not like the ambient lighting. I have played around with it quite a bit but it always seems to look unnatural to me. What exactly about my lighting scheme looks bad to you? Is it just because there are dark spots?

    Cheers,
    Cody
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Send me a copy of a portion of your map, and I'll show you how well ambient lighting works, and what wonders it can do for you! :D
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    I hardly use Ambient light, I only add it to mix color where i feel it needs it.
    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.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited September 2010
    <!--quoteo(post=1800151:date=Sep 28 2010, 08:11 PM:name=DarkATi)--><div class='quotetop'>QUOTE (DarkATi @ Sep 28 2010, 08:11 PM) <a href="index.php?act=findpost&pid=1800151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do not like the ambient lighting. I have played around with it quite a bit but it always seems to look unnatural to me. What exactly about my lighting scheme looks bad to you? Is it just because there are dark spots?<!--QuoteEnd--></div><!--QuoteEEnd-->

    <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 :)
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    To me it looks like a less detailed Doom 3 level, probably due to it being a first draft of sorts but as most here have mentioned the lighting could be touched up and some of the detail could be worked on, for example screenshot 11 the pipes just seem to go straight into a flat wall which looks slightly odd, perhaps cut a hold in the wall there and have them stretch inside it while slapping a trim around the hole to give it a cleaner finish, giving the impression that they are going somewhere but it's hidden from view.

    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.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1800211:date=Sep 28 2010, 09:51 PM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Sep 28 2010, 09:51 PM) <a href="index.php?act=findpost&pid=1800211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><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 :)<!--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
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    <!--quoteo(post=1800281:date=Sep 29 2010, 08:05 PM:name=DarkATi)--><div class='quotetop'>QUOTE (DarkATi @ Sep 29 2010, 08:05 PM) <a href="index.php?act=findpost&pid=1800281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited September 2010
    The illuminosity maps on the lights can be forced to appear as another color by putting a tiny radious high color & exteme intensity omni a few inches from the light
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    New shots:

    <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
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Is that a working elevator?
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    No, and it actually isn't an elevator (just the elevator model)... it is a collapsed "walkway".
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    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" />

    Cheers,
    Cody
  • Delta1Delta1 Join Date: 2009-08-01 Member: 68326Members, Reinforced - Shadow
    edited September 2011
    awesome good to see the map is still alive.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Looking fantastic!
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Can you release an alpha? We want to try this out on our InversionNS2 server(s)!
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1876915:date=Sep 25 2011, 05:47 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Sep 25 2011, 05:47 PM) <a href="index.php?act=findpost&pid=1876915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can you release an alpha? We want to try this out on our InversionNS2 server(s)!<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Thats great to hear! We are all anxious over at InversionNS2 to help out the mapping community with playing their alpha version as much ad we can. We are looking forward to your work!
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Any new updates on this map ATI? :)
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