Everyone seems to be breakin out hte green lighting lately <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
green is good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Final pic before beta release of Toxic which will hopefully be tomorrow...or the next day,or even the after that........ <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
to see them all www.nz-nexus.tk I know my maps sux.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Four pics of co_sava <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Moconnor- As I've said before, I like your style a lot.. can't wait to see the finished product.
Nexus- Give yourself more credit, you've got some really nice shots there. Lots of nice detail on the architecture, and a great lighting balance between atmospheric contrast and playable luminance.
Mendasp- Your pics are hawt, as always. If you don't mind sharing your trade secret, what rad settings did you use for those pics? The lighting looks a lot smoother than I've been able to produce.. did you just bump the chop values down a bunch, or are there some other settings that give you those nice even fade-outs?
One pic of an unnamed Combat-map (will probably be my only Combat-map) I've started working on. Outside the windows there's a sandstorm, which will be a contribution to the atmosphere on the map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-taleden+Apr 4 2004, 09:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taleden @ Apr 4 2004, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mendasp- Your pics are hawt, as always. If you don't mind sharing your trade secret, what rad settings did you use for those pics? The lighting looks a lot smoother than I've been able to produce.. did you just bump the chop values down a bunch, or are there some other settings that give you those nice even fade-outs? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> -extra -dscale 2 -gamma .8 -sparse
Also, the light spots are close to the floor, instead of being on the "light source".
Wow, hawt stuff in this thread. Love the pic on toxic, freedom pics are looking good too, sava is *awesome*, and Zyndrome... fantastic. Even though I saw that screenie before, it's still really cool. Good job.
Do you guys think I should post a few pics from co_abyss?
Nz-Nexus: That map is looking sweet, very atmospheric, keep it up and i dont ever wana hear you say that it sucks...you hear!!!!
Mendasp: Sava is looking great im sure you know that by now. BUT...on the third pic that railing going down the stairs looks a bit small in height and a bit too "chunky".
Zyndrome:Its looking good so far maybe add a bit more detail,pipes are my fav <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Mendasp+Apr 4 2004, 02:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 4 2004, 02:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-taleden+Apr 4 2004, 09:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taleden @ Apr 4 2004, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mendasp- Your pics are hawt, as always. If you don't mind sharing your trade secret, what rad settings did you use for those pics? The lighting looks a lot smoother than I've been able to produce.. did you just bump the chop values down a bunch, or are there some other settings that give you those nice even fade-outs? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> -extra -dscale 2 -gamma .8 -sparse
Also, the light spots are close to the floor, instead of being on the "light source".
Hope that helps... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What does -sparse do again?
<!--QuoteBegin-ZHLT Documentation+Command Reference--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZHLT Documentation @ Command Reference)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Enable low memory vismatrix algorithm The original vismatrix algorithm was limited to 65535 patches due to its design. Its memory usage also grew exponentially with the number of patches (patches * patches / 16 bytes). This option enables a compressed vismatrix, which at the cost of extra CPU time, breaks the 65535 limit, and also uses about 10% of the memory the vismatrix would.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Mendasp+Apr 4 2004, 05:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 4 2004, 05:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ZHLT Documentation+Command Reference--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZHLT Documentation @ Command Reference)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Enable low memory vismatrix algorithm The original vismatrix algorithm was limited to 65535 patches due to its design. Its memory usage also grew exponentially with the number of patches (patches * patches / 16 bytes). This option enables a compressed vismatrix, which at the cost of extra CPU time, breaks the 65535 limit, and also uses about 10% of the memory the vismatrix would.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ah, cheers. Here's another one: what does -precise do in CSG?
Comments
generic room (<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=358' target='_blank'>ns_enceladus</a>)
<img src='http://www.freewebs.com/nznexus/ns_freedom0009.jpg' border='0' alt='user posted image' />
keep it up
though u might want to upgrade to ns glass - the hl glass looks a little out of place - fx mayb?
amckern
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/13.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_13.jpg' border='0' alt='user posted image' /></a>
<a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/14.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_14.jpg' border='0' alt='user posted image' /></a>
/me likes the blue
amckern
btw im making some progress on ns_orion
<a href='http://www.geocities.com/hlorion/nsmap' target='_blank'>Check it out!</a>
<img src='http://www.freewebs.com/nznexus/ns_freedom0003.JPG' border='0' alt='user posted image' />
<img src='http://www.freewebs.com/nznexus/ns_freedom0007.JPG' border='0' alt='user posted image' />
<img src='http://www.freewebs.com/nznexus/ns_freedom0013.JPG' border='0' alt='user posted image' />
<img src='http://www.freewebs.com/nznexus/ns_freedom0011.JPG' border='0' alt='user posted image' />
<img src='http://www.freewebs.com/nznexus/ns_freedom0015.JPG' border='0' alt='user posted image' />
to see them all www.nz-nexus.tk I know my maps sux.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
1.-
comments?
Nexus- Give yourself more credit, you've got some really nice shots there. Lots of nice detail on the architecture, and a great lighting balance between atmospheric contrast and playable luminance.
Mendasp- Your pics are hawt, as always. If you don't mind sharing your trade secret, what rad settings did you use for those pics? The lighting looks a lot smoother than I've been able to produce.. did you just bump the chop values down a bunch, or are there some other settings that give you those nice even fade-outs?
-extra -dscale 2 -gamma .8 -sparse
Also, the light spots are close to the floor, instead of being on the "light source".
Hope that helps...
Do you guys think I should post a few pics from co_abyss?
Nz-Nexus: That map is looking sweet, very atmospheric, keep it up and i dont ever wana hear you say that it sucks...you hear!!!!
Mendasp: Sava is looking great im sure you know that by now. BUT...on the third pic that railing going down the stairs looks a bit small in height and a bit too "chunky".
Zyndrome:Its looking good so far maybe add a bit more detail,pipes are my fav <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
ShdwStal:POST THOSE PICS!!!!I wana see abyss.
moconnor
<img src='http://shdwstal.temporal-sands.com/co_abyss2.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_abyss3.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_abyss4.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_abyss5.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_abyss6.jpg' border='0' alt='user posted image' />
<img src='http://shdwstal.temporal-sands.com/co_abyss7.jpg' border='0' alt='user posted image' />
These are not gamma corrected. Also, pic #6 (above the last) is a wip, needs more color at the moment.
-extra -dscale 2 -gamma .8 -sparse
Also, the light spots are close to the floor, instead of being on the "light source".
Hope that helps... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What does -sparse do again?
The original vismatrix algorithm was limited to 65535 patches due to its design. Its memory usage also grew exponentially with the number of patches (patches * patches / 16 bytes). This option enables a compressed vismatrix, which at the cost of extra CPU time, breaks the 65535 limit, and also uses about 10% of the memory the vismatrix would.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The original vismatrix algorithm was limited to 65535 patches due to its design. Its memory usage also grew exponentially with the number of patches (patches * patches / 16 bytes). This option enables a compressed vismatrix, which at the cost of extra CPU time, breaks the 65535 limit, and also uses about 10% of the memory the vismatrix would.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ah, cheers. Here's another one: what does -precise do in CSG?