Details

NazulNazul Join Date: 2002-11-17 Member: 9052Members
<div class="IPBDescription">sum questions</div> I got some questions on how to add details to your map..
like how do i place colored spots on my floor ? like in ns_eclipse , the marine start , there is red on the floor... i thught about making al light outside the window ,but then its not square <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

and what do players like as details ? meself likes Pipes and Trims..

and how many lights do you guys put in font of a light ( brush) ( with texture ; light_strip# ) , I usually place 2 with low brightness ,but i dont like what comes out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> nee some help... furter questions from me will come in this topic
Thanks !

Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    what details the players like? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    you add details that fit your map of course. if your map is a spacestation you could add controlpanels, chamber for spacesuits, maybe a little docking area with a shuttle. first thing would be you make a layout drawing for your map. the ideas what detail would fit should automatically rush into your brain like marine players with jp and hmg into a hiveroom <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    lightning is a hard question. in the beginning of hl I used standarttexture lightning, what I think is a good thing because you dont have to care if you missed some lightning. on the other side you will not be able to alter the lightcolors. you also can use standart ns lightning textures (non exept of white!) and add lights seperately. but in my opinion the lights look unrealistic. maps like eclipse use another trick: they place an unlighted texture in the architecture and then place an lighted entite (func_wall) with render mode additiv in front to simulate real light. this will look pretty cool because the texture of the lightsource self will not be lighted like when u you are using the textlight. too complicated? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    too complicated

    euhm Yeah ! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    could you plz tell me R E A L sl0w <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    ty for reply..
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i would argue that the key to detail is not in making hyper real architecture but in making teh map feel more or less real for example look at the stability monitoring room in ns_caged(?) this room is uber deailed only be casue teh design is suche that it appears detailed while teh number of polies is not high. its kind of minimalist art. and the key is good textures which ns gives you in droves so use them.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--confused!+May 29 2003, 04:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ May 29 2003, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i would argue that the key to detail is not in making hyper real architecture but in making teh map feel more or less real for example look at the stability monitoring room in ns_caged(?) this room is uber deailed only be casue teh design is suche that it appears detailed while teh number of polies is not high. its kind of minimalist art. and the key is good textures which ns gives you in droves so use them.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    and other keys are the very nice lightning that gives nice atmosphere and ambient sound! =)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    what helps to get your map exiting:
    - watch science fiction movies en massé
    - play games like unreal 2 or quake 2+3+4... <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    - watch aliens with an open eye
    - try to imagine what you would like interessting in maps
    - "copy" some elements from existing maps but alter them to look different
    - watch aliens with an open eye again
    - lern to add detail in a realistic way (not too much senseless stuff)
    - watch aliens with an open eye again <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    to the lightning thing:
    easiest lightning method is to get yourself the alternated lights.rad for ns.
    use textures called anything-"light" and the map lights itself <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    me needs help , i need to know all the names of the skies .. I tried taking Eclipse ,but then i Get cs_militia ( standard).. so it isnt there... names plz ,ty <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    one can get teh sky name when you load teh manps in game mine si in devloper mode ( add teh -dev tag o the short cut)
    here is where it is for eclipse
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    <!--QuoteBegin--confused!+May 29 2003, 09:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ May 29 2003, 09:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> one can get teh sky name when you load teh manps in game mine si in devloper mode ( add teh -dev tag o the short cut)
    here is where it is for eclipse <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ty , but wut do I have to typ in cl_skyname now ? i typ : eclipse_rt
    but i still get standard **** <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> it doesnt show up in my Dev like urs does....
    h3lp <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    prob after prob...
    you will allways get the "militia" bg that is actually tha halflife background <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    look in you ns folder: gfx/env/ and here we go! this is the location of all skies for ns.
    each skyset contains of 6 bmp files because the skybos is actually really a box!
    example: we have some files called planetbk.bmp, planetdn.bmp, planetft.bmp and so on.
    bk stands for "bakc", dn for "down", ft for "front"...
    the only thing is to write the letters that are all equal in the filenames, here it would simply be "planet". thats it. but if you look on the filename of eclipse Im not shure if it is "eclipse" or "eclipse_". try it out.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    <!--QuoteBegin--Lt.Gravity+May 30 2003, 03:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ May 30 2003, 03:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> prob after prob...
    you will allways get the "militia" bg that is actually tha halflife background <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    look in you ns folder: gfx/env/ and here we go! this is the location of all skies for ns.
    each skyset contains of 6 bmp files because the skybos is actually really a box!
    example: we have some files called planetbk.bmp, planetdn.bmp, planetft.bmp and so on.
    bk stands for "bakc", dn for "down", ft for "front"...
    the only thing is to write the letters that are all equal in the filenames, here it would simply be "planet". thats it. but if you look on the filename of eclipse Im not shure if it is "eclipse" or "eclipse_". try it out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    THANK YOU ! its eclipse_
    omg ... thats dumb <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> you all think im a noob now .. but ive been mapping for 2years.. ( im 13 now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
    but i havent seen this before ,strange <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

    well , thank you all .. now i need some info on the colored floors.... ( see reply's above )
    100 times thanks ,really <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the floorlightning is (???possibly???) done by light_spot s. but I wont use it: 1st I dont know how to od properly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> and 2nd its way to unrealistic looking. if there is a light but no lightsource it will look like... dunno how it looks like. more interessting are spots that light the walls. anyone knows exactly how they are created?
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    The red lighting in Eclipse comes from the sky. If you look up, you'll see a window. To make something similar, make a sky, then place a light_environment in your level. Poof, all the skies in your level now emit light. The skies in Eclipse all radiate light straight down, but you can change the angle and color.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    within the properties of light_environment (I use the light_spot related to the sky) you are able to alter angle and brightness of the emited light. try it out: build a room with a sky texture on the ceiling and place some bars between sky and ground. now you alter the lights a bit. you will be surprissed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    but be careful: for each separated sky you will need either light_environment or light_spot or you will have a lighted sky with an pitch black map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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