<!--quoteo(post=2055647:date=Jan 3 2013, 07:30 PM:name=BrambleBlast)--><div class='quotetop'>QUOTE (BrambleBlast @ Jan 3 2013, 07:30 PM) <a href="index.php?act=findpost&pid=2055647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i cant download this mod for some reason, i cant download pretty much any mod actually. im not sure what i could be doing wrong<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you enabling the mods in game after you install them?
<!--quoteo(post=2055670:date=Jan 3 2013, 08:36 PM:name=semihandy)--><div class='quotetop'>QUOTE (semihandy @ Jan 3 2013, 08:36 PM) <a href="index.php?act=findpost&pid=2055670"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you enabling the mods in game after you install them?<!--QuoteEnd--></div><!--QuoteEEnd-->
if you mean clicking them and setting them to active then yea. it just sits at 0% the says unavailable then just repeats that over and over
I really enjoyed playing caged the other day so I'll make a scrolling water texture for you, getting it on a model and in game is your problem. The shaders seem somewhat undeveloped in their current state so don't expect anything too impressive. Is this the sort of thing you had in mind? <img src="http://www.ionvida.com/product_images/uploaded_images/water-treatment-plant.jpg" border="0" class="linked-image" />
The texture is in spark crafters drop box. I'm Using a standard shader, and the I think I'm going to have another go at making it as I'm not entirely happy with it. But once its in your map I'll have a crack at writing a custom one for it and fixing the texture up. I want a subtle scroll and a separate, slower overlay to make it look slightly dynamic. Although there's a alpha mask, I cannot seem to get it to function properly.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Hai folks! I wanted to drop a little preview of a small detail area I've been working on in order to find the aesthetic for the map. This is the little ramp from Marine Start towards Monitoring, or if you're unfamiliar with the names, the left/north exit from Marine Start.
As you can tell I'm not making it a higher-res copy of the original, but taking a more "re-imagining" approach here. But much of what I built is still open to change, as I'm not happy with the ceiling yet, and I'm still considering a more blue/mint green lighting scheme to make it closer to the original. Feedback is very welcome.
The NS1 version: <img src="http://i.imgur.com/UKbJHbf.jpg" border="0" class="linked-image" />
My NS2 version: <img src="http://i.imgur.com/EFOq4VO.jpg" border="0" class="linked-image" />
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
very nice!
I hope you do consider the blue/mint green colour scheme though - the lighting in the screenshot is excellent, but i feel like orange/blue is over used (probably because it looks good lol)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I released a new version of Caged on the workshop last Sunday, and made another progress video to talk about the recent goings-on of it all.
If you enjoy these videos, please like and subscribe on youtube. I also occasionally tweet about these things: https://twitter.com/Flaterectomy
CHANGELOG
o Reverted the layout changes on the east side to the map (That One Hallway, Aux Gen, Shipping).
o Added some detail tests - the two ramps outside Marine Start.
o Detailed Upper Sewer a little. Don't mind the excessive steam.
o Changed Stability considerably. Don't fall down.
o Altered a lot of vents all over the map.
Really nice video man, Informative and entertaining! I missed the previous ones but will certainly look our for the next one. Caged plays really well too, you should record one of our matches on it.
I loved the backtracking, but try spend a little less time lerking around in the vents and show us some actual map! :P
Really nice video man, Informative and entertaining! I missed the previous ones but will certainly look our for the next one. Caged plays really well too, you should record one of our matches on it.
I loved the backtracking, but try spend a little less time lerking around in the vents and show us some actual map! :P
The main hallways are the same as before. Well, as <i>before</i> before. Just wanted to show the changes to some of the vents, even if I forgot the one between Sewer (hive) and Lower Sewer. :}
Steam looks fine, I like what you've textured. Marine start is looking a bit bland is comparison. Keep going!
I agree, but you may want to consider the performance aspect. Creating a custom cinematic with fewer emitters may net you a bit more leeway in the FPS department. It looks like you used some of the existing cinematics and have multiple entities (but this is just my judgement based on a cursory glance).
Steam looks fine, I like what you've textured. Marine start is looking a bit bland is comparison. Keep going!
I agree, but you may want to consider the performance aspect. Creating a custom cinematic with fewer emitters may net you a bit more leeway in the FPS department. It looks like you used some of the existing cinematics and have multiple entities (but this is just my judgement based on a cursory glance).
Correct, it's one cinematic repeated three or four times, I believe. I feel the effect is a bit over the top, and would only make sense if the sewage was gushing through pretty damn fast (think Mineshaft waterfall, but horizontal). The degree of steaminess will depend on the eventual sewage prop, and of course the availability of a suitable steam cinematic.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited February 2013
Some of you who do not make maps might occasionally wonder, "How do they do it when they don't have their own personal Cory?" Well, here is some of my own outstanding, high-quality concept art(TM). See if you can spot the difference between it and the final in-editor product.
EDIT: I just updated Caged on the Workshop to include what you see in the screenshots above.
haha with that concept art im not even sure if it was worth doing concept art lol
Yeah, I'm really bad at any and all types of perspective work (I usually draw odd faces and skulls), but it does help me figure out what to do with a room.
that's some high quality hand drawn shit right there!... compared to my sketches anyway, I'd be far too ashamed to upload them for public viewing. Its the end result that matters
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Hai folks! Two things:
1. I'm going to be streaming some mapping somewhere in the near future. If you wanna see Caged get detailed further, or you're wondering how I go about things, then you're free to come take a look. Subscribe to my twitch channel to get an e-mail notification when I go live: wwwl.twitch.tv/flaterectomy
2. I'm trying to figure out if I should leave Central Processing a tech point, or if I should remove the TP and make it a double res node location again, like in the original. If you have any experience playing the current version and have an opinion on this matter, I'd love to hear it.
the only thing that was anoying for me so far was not being able to use bone of wall in some parts of the map like in the generator room where there is a ramp part for example
Comments
Are you enabling the mods in game after you install them?
if you mean clicking them and setting them to active then yea. it just sits at 0% the says unavailable then just repeats that over and over
As you can tell I'm not making it a higher-res copy of the original, but taking a more "re-imagining" approach here. But much of what I built is still open to change, as I'm not happy with the ceiling yet, and I'm still considering a more blue/mint green lighting scheme to make it closer to the original. Feedback is very welcome.
The NS1 version:
<img src="http://i.imgur.com/UKbJHbf.jpg" border="0" class="linked-image" />
My NS2 version:
<img src="http://i.imgur.com/EFOq4VO.jpg" border="0" class="linked-image" />
I hope you do consider the blue/mint green colour scheme though - the lighting in the screenshot is excellent, but i feel like orange/blue is over used (probably because it looks good lol)
looks great man! I love the colours!
If you enjoy these videos, please like and subscribe on youtube. I also occasionally tweet about these things: https://twitter.com/Flaterectomy
CHANGELOG
o Reverted the layout changes on the east side to the map (That One Hallway, Aux Gen, Shipping).
o Added some detail tests - the two ramps outside Marine Start.
o Detailed Upper Sewer a little. Don't mind the excessive steam.
o Changed Stability considerably. Don't fall down.
o Altered a lot of vents all over the map.
OT: Good looking changes. Have to try them out.
I loved the backtracking, but try spend a little less time lerking around in the vents and show us some actual map! :P
Sure can, that and many others are freely available on my website. http://flaterectomy.com/#My_New_Friend,_the_Machine
The main hallways are the same as before. Well, as <i>before</i> before. Just wanted to show the changes to some of the vents, even if I forgot the one between Sewer (hive) and Lower Sewer. :}
The steam there is not over done, it is awesome, you can see clearly through it, but it gives such a great feeling of having to be cautious.
Nice job man, first NS map I ever played back in the WON days
I agree, but you may want to consider the performance aspect. Creating a custom cinematic with fewer emitters may net you a bit more leeway in the FPS department. It looks like you used some of the existing cinematics and have multiple entities (but this is just my judgement based on a cursory glance).
EDIT: I just updated Caged on the Workshop to include what you see in the screenshots above.
1. I'm going to be streaming some mapping somewhere in the near future. If you wanna see Caged get detailed further, or you're wondering how I go about things, then you're free to come take a look. Subscribe to my twitch channel to get an e-mail notification when I go live: wwwl.twitch.tv/flaterectomy
2. I'm trying to figure out if I should leave Central Processing a tech point, or if I should remove the TP and make it a double res node location again, like in the original. If you have any experience playing the current version and have an opinion on this matter, I'd love to hear it.