I thought that Thursday and everyone else was going to add theirs first....
Er...
And I don't even know how long I have, cos I don't know what timezone you are in. How many hours do I have left? I don't want to make my area too detailed and blow the limits for everyone else, nor do I want to leave it too plain.
<!--QuoteBegin--Fluffybunny+Jan 17 2004, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fluffybunny @ Jan 17 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remember, don't be in too much of a hurry, you have untell Tuesday at midnight (EST) to work on your room. I looked at it, and it needs lights...
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That implies Tuesday night for both of our areas.
<!--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-->Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Anyways, have been touching up. Thoughts on the screenshot?
God I love blue lights <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Note there is a green light in about the centre of this picture, and another facing down on the res node. Both of these change to red when there is no res node (and change back when the res is built again)
Moconnor, you will have to see it in game to say that for sure. These screenshots have been brightened to make them look proper out of the game. I have worked to make sure that it isn't too bright - but this room is next to marine start to it is not meant to be too dark either.
-Parallax
Edit : Misspelt name <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yea, I've been AFH (away from home) so I havn't been keeping up with this. I will be expecting e-mails with the maps tho, then I will re post a link to the map, all of you participants know the user/pass so I'll just post links on the forum. Lookin good so far.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited January 2004
I don't like the texturing. The transition between up and down is too odd. The ceiling isn't good too, too plain and boring.
(EDIT) I recommend to use some additional parameters for RAD to improve the lightning. -fade 1.0 -bounce 2 There will be needed to change the 4th values of lights in lights.rad file. Let do this ASAP and we don't need to redone whole maps lightning later.
Well here is the pictures for my area. Yes it is very small, yes that is a node very close to the marine spawn. I will be sending the source + changelog to fluffybunny very soon. I fixed some errors to his own part that i noticed gave the map poorer performance, or obstructed any part of the gameplay. I hope you don't mind me polishing those parts up. Below is the first from 3 pictures :
3/3 Oh and here is the compile settings I used, although I may have to change the lighting in accordance with the compile settings people will use overall to light the whole map. env_gamma 1.7 - RAD Gamma 0.9 - Direct Scale 6 - Fade 5 - Scale 3
oh thursday i is liking very much!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Lighting is perfect not too dark not too bright <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> r_speeds are low too,lovely job!!
<!--QuoteBegin--Zazi+Jan 21 2004, 11:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zazi @ Jan 21 2004, 11:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could someone PM me when it's my turn to go? Thankie. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think a list of whos in what order printed on the front page in Red + Code would help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Nice Dark ATi, nice to see the texture set I chose being carried on <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Just one little crit, to help tidy the map up. A Trim around the 'teck' (I think its teck) texture on the wall with the yellow arrow?
What's my pretty game doin on the 2nd page?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Fluffybunny+Jan 21 2004, 10:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fluffybunny @ Jan 21 2004, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You realize that you have 2 days rite?
BTW, it looks great!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Holy ****?!?!?!?!?!
TWO DAYS! I THOUGHT IT WAS ONE, sweet lord I can do so much more!!!!1111
coil said so, and so it is. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
I thought that Thursday and everyone else was going to add theirs first....
Er...
And I don't even know how long I have, cos I don't know what timezone you are in. How many hours do I have left? I don't want to make my area too detailed and blow the limits for everyone else, nor do I want to leave it too plain.
-Parallax
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That implies Tuesday night for both of our areas.
<!--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-->Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Anyways, have been touching up. Thoughts on the screenshot?
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Note there is a green light in about the centre of this picture, and another facing down on the res node. Both of these change to red when there is no res node (and change back when the res is built again)
-Parallax
-Parallax
Edit : Misspelt name <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
its moconnor! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
(EDIT) I recommend to use some additional parameters for RAD to improve the lightning. -fade 1.0 -bounce 2
There will be needed to change the 4th values of lights in lights.rad file. Let do this ASAP and we don't need to redone whole maps lightning later.
You should do this more often, you could make loads of maps!
May I suggest you come up with a floor plan first, and then get people to flesh out each room in turn?
Anyway. Go for it, dude!
-Parallax
Below is the first from 3 pictures :
Oh and here is the compile settings I used, although I may have to change the lighting in accordance with the compile settings people will use overall to light the whole map.
env_gamma 1.7 - RAD Gamma 0.9 - Direct Scale 6 - Fade 5 - Scale 3
Lighting is perfect not too dark not too bright <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
r_speeds are low too,lovely job!!
Me right?
~ DarkATi
~ DarkATi
I think a list of whos in what order printed on the front page in Red + Code would help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Nice Dark ATi, nice to see the texture set I chose being carried on <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Just one little crit, to help tidy the map up. A Trim around the 'teck' (I think its teck) texture on the wall with the yellow arrow?
~ DarkATi
Pic 1/2
BTW, it looks great!!!
BTW, it looks great!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Holy ****?!?!?!?!?!
TWO DAYS! I THOUGHT IT WAS ONE, sweet lord I can do so much more!!!!1111
*Opens VHE back up*
~ DarkATi