Project update

KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Elysium</div>In short, large portions of Elysium will be scrapped for redesign.

Now that I dropped that on you, let me post a few shots of what <i>won't</i> be scrapped, and then I'll explain what is going on.

<b>It's getting dark... you must be close to a hive...</b>

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    ...enough light to get around, but watch those shadows!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    And here you can see those pesky r_speeds creeping up on me. Unfortunatly, it gets much worse in places. I've looked over the layout for ways I can possibly fix these problems, but it seems that I'm destined to do a complete redesign of some areas.

    For those Elysium fans out there, you have my word: <i>the outcome of this process will be faster running, and more visually appealing.</i>
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    woooow, I love the lightning, and the blue floor... wow. it's perfect
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    that is awesome KT, really love the lightning!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I can't make out much right now due to the freakishly evil sun and its horrible ray glare... but from what I can make out, it looks great!

    I'll try and get some better feedback in once Sol goes to bed.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    That all looks really great.  The architecture is wonderful, and the lighting is wonderful.  I'm quite confused about a couple things, though.  There doesn't seem to be a visible source for the white light.  And also, I'm very puzzled about how you could have such large r-speeds in that picture, because there doesn't seem to be an overabundance of brush detail.  It could probably be lowered a lot with some nice hint brushing.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I guess this is where I show my n00b mapper colors again...

    What exactly is "hint brushing"?

    I'm really tired and so I'll search on it tomorrow. If someone wants to drop a link or explain, it'd be appreciated.

    As for the lighing - I has spots shining from the adjacent room to amplify the appearance of light "falling" in from those corridors. The rest of the light is primarily from spots that I have recessed out of sight. They hit the wall a little lower than I wanted, but overall, they're giving the effect I want...

    A little teaser: There is more to this room than it may seem, but probably only about half the players on the map will ever apprecaite it.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    A hint brush (I am not a mapper myself) will basically draw an invisible line that says "This should be a dividing line for those 'portal' things... the triangular shaped pieces of space that are used to determine exactly what should be drawn".

    Ok, that explanation sucks.

    Since you asked the question, a link to the answer will be going into the Mapping Forum FAQ, and I'll stick it in here.

    <a href="http://www.deltatraining.com/relic25/faq.html" target="_blank">Relic's Mapping Guide</a>. Do the third Mapping link. It's called Hint brush usage, or something like that.

    Also, N@rby brought up <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=849;hl=hint+and+brush" target="_blank">this</a> example (a rather instance specific example of how they -can- be used) for pipes.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Thanks-a-million!

    [edit]Whoah! Man, if I had known all that a few days back... Heh, no worries, I *really* like how the new redesign is ending up, and I think you all will too.[/edit]

    [edit2]Oh and Greedo... you were right on the money. A little hint brushing is exactly what I needed. Great call, and an emphatic "Thank you sir!"[/edit2]



    <!--EDIT|Killtoy|April 18 2002,12:22-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    im not too keen on the texture work, but the lighting looks awsome.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I'm not keen on the texture work either.  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    Thats the area I feel I'm probably the weakest. I keep dodging good textures because I think they are overused already, when I know it's the lighting that makes them look truely unique.
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