My First Pic

SylverSylver Join Date: 2003-02-12 Member: 13446Members
First I'd like to say thanks to the great people who take the time to help out little newbie-mappers like myself.

Second, this is not accually my first room ever, though it's the first one I've totally completed thus far, and I must say I'm quite satisfied. Still I think it's appropriate for me to post this pic in the newbie forum, since I still am one.

Comments please?

Comments

  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    hmm somehow it didn't post the pic, oh well...
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Yes, it is a bit red <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Otherwise, nice (though I cant see it very well on these horrible computers at school). I have serious problems creating steam jets, so yours is a winner in my book <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Keep up the work, the more you do it the better you'll become.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Steams are easy to make if you know what kinds of settings to edit.
    To create a big steam effect you need to set it's start sprite scale to 15 or around and scale over lifetime= 30 and enable the fade out flag. Also the start parameters are quite tricky but you should always use larger values than 70 to make the steam even move.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    not too bad. Definitley better than any of my first (well, I guess I can release a shot of this) attempts. In addition to the red light problem I think you might want to crank up video card settings on your comp for screenshots. It doesn't really matter if the amount of anti-aliasing/anisotropic filtering/screen resolution turns ns into a slideshow since you're trying to take pictures, not movies. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Other than that keep up the good work, and get yourself a layout as soon as possible, even if you don't follow it exactly will be a nice reference for when you get stuck.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    hey i think its pretty cool.
    just one problem, please change the original half-life textures!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Moconnor100+Dec 18 2003, 01:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Dec 18 2003, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hey i think its pretty cool.
    just one problem, please change the original half-life textures!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    NS Textures look so much better than those low-quality HL ones.

    ~ DarkATi
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the hl tex - eh?

    o now i see

    the map looks v good, i did not even see them

    um, if they fit, use em, thats whats i say, and the ones that get used least, well use them if they fit, but try to keep 95% ns, and 5 or less hl

    amckern
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    There is an entity called env_gamma, it lets you set the gamma ramp of your monitor when the map is loaded. Most NS maps use quite high gamma ramps such as 1.6(this is sometimes called overbrightening). If you have done this then screen captures will come out looking much darker than before. You can experiment with setting the gamma ramp to different values by turning on sv_cheats and then setting the gamma in the console with setgamma x, allowed values are between 1 and 2. It can sometimes make things look much better(especially if you have a pretty dark map and use texture lights giving you a nice high contrast really bright looking light).

    A general tip, try to stay away from monochrome lighting and try not to make your map evenly bright. Maps that use shadows and coloured lighting in places but not everywhere tend to look much better. Most NS maps use mainly white-ish lighting with coloured lights for effect and for vents and special areas. If your main lighting is blue then try to use white-ish blue as everything would look very bland if it was pure blue.

    The screen-shot looks like it is in 16bit colour(look at that steam, urgh...), enabling 32-bit colour is a minor performance hit and can even be faster on new graphics cards in many games, if you wish to enable it add -32bpp in the target off the link.
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    edited December 2003
    Thanks for the replies, I appreciate them very much!

    As for the lighting, I was shooting for some kind of maintenance corridor / sewer style room. It used to be totally red, but them I added some light entities with some blue and green to let the other colours on the textures come forward just a little more.

    I'm sorry about the crappy pic, it's just that I was so excited that I rushed it a bit i quess. Also, I must say that the lighting does look a lot better than this in-game. You know what, I'm just going to make a few better ones, and post 'em soon.

    EDIT (forgot a few points)

    About the original HL-textures. The reason I am using the hl.wad is for the sky texture and the null texture etc. As I'm not such an experienced mapper I don't know which ones belong to HL and which ones belong to NS. But I'll at least try to change those seethrough things on the sides.

    O and one thing I wanted to add, I made the little water port at the end of the room a func_breakable, that leads trough an underwater way that goes directly to a hive room. I intend to use this room as a sneaking route for the rines to come into a hive, or something like that.
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    ok some a pic, the bio tank room isn't finished yet though.
    i have some extra rooms running but i can't get the pictures up <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> oh well some other time then
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    1) Too much light.
    2) Flat unadorned walls
    3) No attention to the ceiling
    4) One twentieth the amount of time spent on this as your first pic.

    Don't really mean to rip you apart but people will remember your maps by their opinions of the pics they see. In other words make sure it looks at least partway finished first. You are making good effort though (and more progress than I did with my first six months of supposed mapping)
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    Thanks for the tip <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I'll remember to post more irregularly ...
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited January 2004
    good tanks and tubes, though.

    [edit - be sure to have those tubes 1 unit away from non-similar sides and have the null texture placed on the face closest to the wall. this way a block doesn't get cut up by the tube, and the tube's practically invisible (to the player, not the engine) end doesn't eat up more polygons.
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