Co_nova

TequilaTequila Join Date: 2003-08-13 Member: 19660Members
<div class="IPBDescription">Formally ns_nova</div> I'd decided to cut down ns_nova down to a combat map due to a wide variety of technical, social and gameplay reasons <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Here's the layout for you to analyse, and a few early pics of some of the new areas <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I really do spoil you guys... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Now, request for help: when I get round to doing the new marine start, Ten-Forward, it will be a hollowed out asteroid, so I need all the tutorials and tips you can give me on creating advanced geometry, namely rockery, using vertex and clipping tools.

Oh and props to my associate Leon_kilean for his rocking custom textures, expect them and just a little slice of ns2.wad in the final beauty <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited October 2003
    Fan control - from an old ns compile thus the now defunct res node <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    The early (saucy) shower room. Pass the soap.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    nice reflect., or should we say... HOLE <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Dunno if its kinda big for combat, but don't mind me
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--uffo+Oct 3 2003, 05:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Oct 3 2003, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice reflect., or should we say... HOLE <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Dunno if its kinda big for combat, but don't mind me <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I work round the limitations, baby <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Its looking ok from the screens, but ditch those horrible Half-Life textures, they really reduce the look of the map. Maybe add abit more detail in areas too.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    The only Half-Life texture used is the fan... trust me .jpeg compression and it's unfinished state has really removed some of the shine from the shower room, it looks better in game.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I don't think the only used Half-Life texture is the fan. What about the power box, or whatever it represents? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    halflife.wad isn't in my wad list, I imported the fan and <i>only</i> the fan for a bit of nostalgic respect. The power box is in one of the ns wads, and used in countless ns maps out there, such as Mazy's ns_mazion.

    And still no help on this: "Now, request for help: when I get round to doing the new marine start, Ten-Forward, it will be a hollowed out asteroid, so I need all the tutorials and tips you can give me on creating advanced geometry, namely rockery, using vertex and clipping tools. "
    ?
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--Tequila^+Oct 3 2003, 11:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Oct 3 2003, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I work round the limitations, baby <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Although the technique for doing reflective floors is clever, this one does look a little too much like a hole. Overlaying (or underlaying) a tailor-made liquidy texture in additive mode will make it look better.
  • 0xff0xff Join Date: 2003-09-01 Member: 20457Members
    your reflections look like a hole what u need to do is make it a reflection but also make it soo u can see tghe floor still too so that it dont look like a hole so much! its easy fix.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    Looks good so far, and co maps dont need rts
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--QuoteBegin--sk84zer0+Oct 3 2003, 10:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Oct 3 2003, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks good so far, and co maps dont need rts <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You didn't read much what he have written, did you? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited October 2003
    <!--QuoteBegin--uffo+Oct 4 2003, 03:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Oct 4 2003, 03:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--sk84zer0+Oct 3 2003, 10:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Oct 3 2003, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks good so far, and co maps dont need rts <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You didn't read much what he have written, did you? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hehe, no matter.

    Maus: there's a liquidy overlay there already, it's hard to see with .jpg compression and I'm really gonna make it more opaque to reduce the 'ol hole effect.
    Thanks for the comments so far <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    EDIT: Also, any comments on the actual layout? And tips for creating lovely rock architecture wouldn't go amiss, si vous plait <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I see a Half-Life texture in the shower room. And I know it for sure because I used it (the clean, unmodified version) in my rest rooms. And there is also a mirror effect...hmm. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    But honestly, this 'water' on the floor will never look like water as long as the floor isn't visible. Until the it *will* look like quicksilver.
    Rocks? I use QuArK's 3D view and use the clipping tool in 3D to have cuts in odd angles. The carving tools mostly do more bad than good. You end up with hundrets of polyhedrons and dozens of little faces. In some areas where r_speeds are high a FLAT rock texture showing through/replacing parts of the wall will almost look as good as cave with far more rock faces. That's all I know.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    <!--QuoteBegin--sk84zer0+Oct 3 2003, 10:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Oct 3 2003, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks good so far, and co maps dont need rts <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->from an old ns compile thus the now defunct res node <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Read more carefully next time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    edited October 2003
    For complex stuff like rocks, try using the cylinder tool to get you a lot of polygons to work with. Then vertex manip them into the shapes you need. There was a tutorial on how to make canyon walls that I saw a while back; I'll try to find it quickly.

    Edit: Okay, I guess it got deleted at some point. Forgot to mention terrain generators, like GenSurf and TerraGen. They'll make a .map file based on the settings you give them.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Thanks for the tips lads, oh and I've increased the water overlay opacity now so it actually looks like water and not a hole <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Fresh pics coming soon!
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    the fan looks out of place
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--antifreeze+Oct 5 2003, 02:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Oct 5 2003, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the fan looks out of place <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not when you're standing at the end of a giant vent it doesn't.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Tequila^+Oct 3 2003, 03:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Oct 3 2003, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now, request for help: when I get round to doing the new marine start, Ten-Forward, it will be a hollowed out asteroid, so I need all the tutorials and tips you can give me on creating advanced geometry, namely rockery, using vertex and clipping tools? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Only thing I can recommend... is avoid Hammer for that like the plague. =-.-= It's vertex-manipulation and carving tools are horrible spawns of Satan himself. :-P

    They're one of the core reasons I use GtkRadiant, I can vertex-manipulate and carve all day long, and it automatically splits up and merges the brush-faces when the vertices go non-planar and re-planar on me, instead of silently causing errors in the compile. =^.^=
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I used Gtk back in the day for Wolfenstein and SOF2 mapping, does it support HL now?
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    I seem to recall there were some good rockface/complex geometry tuts over at HLrally's site.

    I like where you are trying to go with the reflection! I'm not sure what your overlay texture looks like. I'm hoping it has some hint of the tile texture within it, even if somewhat distorted by the liquid, it would be somewhat necessary to maintain a hint of the underlying surface for the reflection to be believable.
    From the pic the lighting in the mirrored shower (hey, where's the soap?) doesn't seem to match the lighting above, it seems quite a bit brighter

    otherwise, gj and keep up the exploration of ideas!
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Tequila^+Oct 6 2003, 02:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Oct 6 2003, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I used Gtk back in the day for Wolfenstein and SOF2 mapping, does it support HL now? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A little late... but yeah, GtkRadiant works quite well with HL now, but some maps that you import from Hammer will have their texture-alignments screwed up quite badly if they weren't at a rotation of '0' before. Most often, the sign will be reversed. I.E. -45 will become 45, and vice-versa. Other than that, it works as good for HL as for Q3A or similair. =^.^=
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