Ns_breakdown hanger updated

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
Here it is, added new lights, and now I got 2 APC's.

Comments

  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    Custom textures there? The wheels need work but i'm sure you spotted that! Looking forward to seeing more!
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Iam sorry but it looks really weird with those apcs as they dont fit in with the ns concept.
    Make new textures for them with an feel of warhammer or something as this is an modification in the future. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    Sorry to be the creep to point it out as i think both flayra and cory will point this out anyway.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    I spent 2 hours on those textures, I refuse to make other ones....The wheels were right before I moved the APC's to their positions...I guess WC messed it up...Dang WC...How does camoflauge not fit in with marines?
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    You may already know this, but I thought I'd point it out since you mentioned that the wheel textures were misaligned from moving the brushes.  You can lock the textures in place on brushes in WC by clicking the texture lock button in WC's toolbar.  When texture lock is on, the textures will stay in position when you move or rotate brushes.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Quite frankly, that's a horrible attitude to have -- you really need to be open to suggestions that will improve the overall quality of your map, which I believe retexuring the APC will do. The problem with the textures? Too clean, too modern. Something in me doubts that in... well, however many years it is until NS is set... that military forces will still be using the same style of transportation as they do today.

    As far as 2 hours of work... I started a map back in September, spent a month of in-depth construction, filled in about 75-80% of the top-down WC grid... then destroyed the whole thing and rebuilt it from scratch. I spent another month on a totally new map, taking up just as much space as the first... And scrapped it, too. Time isn't a factor if you're truly willing to make something the best you possibly can. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    not bad apcs.  i agree that it does not fit the ns theme very well though.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I have to agree with Andrew on this one.  I won't even begin to tell you how much work has been reworked, rewritten or thrown out to get NS this far.  Creating anything high-quality takes a lot of work, so you should embrace the idea of feedback, iteration and improvement.  Don't just give up, make it better!
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Yes you can refuse its up to you as i only pointed out wath i thought about it.
    Those apc would fit better in counter strike.
    And 2 hours work is not much really.
    You should look at some scifii movies for inspiration like the whole series of alien movies.
    In the alien movies is there an apc that looks really cool trye to get inspiration there for it.
    Hmm you dont seam to be the guy that accepts constructive criticism.
    You must trye to accept that the stuff you do dosent always work out for everyone else.
    But listen to wath people say and evolve your work out of wath they say.
    And every one dosent always have right but if you dont listen so will you not know wath people like and dislike.
    People have cut my work to pieces from time to time but i always listened and used some of the stuff that people told me in improving my work.
    To explain a bit of wath i mean so did i attach a old crappy picture of an tank that was inspired by warhammer not copied from but the warhammer concept inspired me when i made it for fun.
    And yes people hated it and some loved it but you always have to be open minded.
    Bye the way this tank is over a year old and modelled and rendered in truespace 2 thats why the render are a bit crappy.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Listen...I'm not an artist...I just don't texture...it took me FOREVER to do that one texture.  I've already went through3 map ideas, this one seems much better than the others.  I spent about 1-3 months mapping it out, and now I'm putting it into WC.  If anyone could post up some good textures, then please do so.  2 hours is about all I get to map in a day, and thats if I'm lucky.  If anyone could really send me some textures, then I'd really be happy.  And on another note, I take it the lighting is good considering no one has said anything about it.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    InZaneFleaArmy I think thier being realy unfair, I remember being just like you until I discovered the secret to stop people from insulting my brush and texture work - and I give you this secret now!
    When ever someone says something sucks just drop the lighting around it until they cant see it, then when they complain its too dark tell them they've got thier contrast set all wrong.

    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> man I make myself LOL.


    <img src="http://www.mumuland.co.uk/ns/lol.jpg" border="0">
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Wow...that looks amazing....HA...I turned the lights down half-way, and I'm compiling it right now...I'll post up the new screenys in a few.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    i think im gonna pee in my pants laughing
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Hmmm...ZHLT...fast?...Nah...I've been at 90% for....10 minutes now.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Bang bang!!!!...two more for your....uh...viewing pleasure...sure....First is the two APC's (same) with the new lower lighting.  Second is the Computer which opens the doors out of the hanger.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    And...um...whenever I'm sorta far from one side, the whole side goes black...It like dissapears.  Then, as I go to it, it comes back.  How do I fix this?
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Nice looking second shot, tho the floor texture could do with being aligned to the wall.
    And as for the disappearing wall, if you compiled your map with -fast vis, then i <i>think</i> thats your problem, the compile tools havent correctly calculated the corect Visibility, try it in -full vis next time you get chance.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Thats the prob. I did it in -fast because -full froze up on me...I need more than 128 Ram...ugh...
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Which whole side goes black?  If you have a thin brush that covers part of another brush (for instance if the large monitor in your last shot is a thin brush in front of the back wall), then it will tend to flicker or disappear from view the further you move away from it.  The only thing you can do about this is make the thin brush thicker until it doesn't do this when you are as far away from it as you can get and still see it.

    Oh, and I just saw your post about your RAM.  You've got enough. :)  I've compiled full maps (including Deep6, which is pretty large and detailed) with only 96 megs.  As reference, my home machine only has 128 megs and during the last compile of ns_bast, VIS took about an hour to finish.  With 128 megs, the only thing you might need to do differently for your compiles is to add the -sparse switch to RAD if it gets to the point where makescales starts taking forever, as this will reduce the size of the vismatrix used in lighting calculations.



    <!--EDIT|Relic25|Feb. 02 2002,19:42-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    The far outside walls do it...I think it's because I ran it in fast vis.  I readjusted the floor textures, and put a small light emitting from the computers.  Next, I'll put in a few more details, then I'll put up about...5 or so Screenshots of it fully finished.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Oh!  Well, if the walls disappear when you get far enough away, it may be because the room dimensions are bigger then your max viewable distance (set in your map properties).
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    You need to set higher standards for yourself... that's about all I can say... you think you will be finished soon. I simply disagree. Consider everyone's feedback. The more you listen and change, the more you will improve. And buy a better video card.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    I have a GeForce 1...I am running in software mode because I feel like it.
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    We'd all appreciate openGL screenshots.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Inzane you really have a bad attitude.....not that it matters.
    About the map, well I still think the apcs don't fit in....
    The lightning isn't finished yet, it's better but it could be better, make it a bit darker, adjust contrast, adjust position of your lights.....
    I also think the room with the apcs is a bit empty, some crates, some machinery, some lockers perhaps, add some detail to the ground, some marks or something.
    Overall you should add some detail and do something about the lightning.
    Keep in mind that I'm not a mapper, so you map far better than me, you don't have to follow or read those pointers it's up to you, but i think criticism can only improve your map, oh and btw post the backgroudn story so we knwo a bit more 'bout the map, that way we could give you some ideas and hell i'm just curious.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    <!--QuoteBegin--InterFect0r+Feb. 03 2002,12:07--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (InterFect0r @ Feb. 03 2002,12:07)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Inzane you really have a bad attitude.....not that it matters.
    About the map, well I still think the apcs don't fit in....
    The lightning isn't finished yet, it's better but it could be better, make it a bit darker, adjust contrast, adjust position of your lights.....
    I also think the room with the apcs is a bit empty, some crates, some machinery, some lockers perhaps, add some detail to the ground, some marks or something.
    Overall you should add some detail and do something about the lightning.
    Keep in mind that I'm not a mapper, so you map far better than me, you don't have to follow or read those pointers it's up to you, but i think criticism can only improve your map, oh and btw post the backgroudn story so we knwo a bit more 'bout the map, that way we could give you some ideas and hell i'm just curious.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I've said this many times, and I say it again.  This is no where near done.  And About the OpenGl, OGL works in CS, but not in HL.  I have no idea why.  If anyone could tell me how to get OGL to work in my HL, I'd be grateful.  And I do not have a bad attitude, sorry if it comes across that way.  Like I said, I'm still working on it.  Lighting is just temporary until I have it done.  Small detils are still being added....I'll post the Backround story l8r...I have a CS match to attend to.
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