<div class="IPBDescription">Lights-1% done...(in this area...)</div>I was bored...I mapped for an hour...and my system hates vertexes. Thats about it. These are slightly bad shots of the commander console.
humbabaThat Exciting Tales From the Frontline GuyJoin Date: 2002-01-25Member: 86Members, NS1 Playtester, Contributor
Looks sweet. I take it thats a commadn station, and if it isnt, well, you'll make it one! Oh wait, I just read your post and you said it was. As long as im editing, why dont I just delete that sentence. Too late. I love the cool textures
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Looks great IFA! Once that room gets some proper lighting (you claim it is 1% done), I think it'll be very nice.
As far a criticism goes:
-The ceiling looks a bit odd the way the texture is aligned. It's not overly important though.
-The right hand red support on the back wall just kind of ends into nothing abruptly... you could just stretch it down a bit and cut away the excess.
-I'm not particularily fond of the large monitor texture. I think having a large monitor there is a great idea but maybe a different texture would suit it better... that's really just my personal opinion though.
Overall it looks like a great start. I really like the "closed-in" feel of it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The supports were fine with the vertexes that were in WC, when I compiled, it messed 'em up...so now it's floating O.o...That comp screen is not the one I'm going to use, I need someone to make me a good texture for it. The lighting is just a light spot...Lol. I'll add a light in tomorrow. The ceiling texture isn't final either, neither or the wall ones.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Oh, now I understand what you were referring to in your second post... the supports <i>I</i> mentioned. Oops, sorry. I can't imagine why it would mess it up when it compiles...
I'm looking forward to seeing this room with lghting and the different textures you mentioned. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
You've definitely improved a lot in a short time. The lighting in the first shot is awesome! Too bad you had to take screenshots with software rendering, it just doesn't do it justice.
it looks really nifty, there hasnt been much green-themed work shown yet (and i like green) so keep it up. glad to see your mapping again.
Im concerned about gameplay, which sides of the commander station will the aliens be able to attack? ie, do they have to squeeze within the small space to attack the console? will this be a problem do u think?
Cramped quarters. I like it. And like Flayra said, the ighting in the first shot is really good. This is definitely a marked improvement over your previous work.
And about the vertexes: when the map gets compiled, it takes every vertice and place it at the nearest integer-value coordinate (or somewhere else if the compiler feels like being ###chy). Make sure that all of the vertexes are affixed on the grid at scale 1. But be careful: if you don't do it just right, you'll get killed with invalid solids.
Wow...you all like point lights...I'm amazed at how good 1 point light in the middle of stuff can be. I'm going to change the vertexed parts to something else. If anyone could give me a texture for the moniter that is beign supported, that'd be greatly appreciated. And also, the CC will be attackable only from the inside...
Two more shots here...I added in a light, and an env_gamma. The light seems to be a bit too bright...Anyone know how to fix that?... 2nd shot is of some wires that are above the supports...
I think the atmosphere here is much better with regards to lighting. As for that texture: when you're finished with your map, make it a layout of the place. Just not a cheesy MSPaint layout or anything, and it'll look just fine.
Hey, looking good, very cramped and clostraphobic (but spelt right)
However you say youve added the env_gamma, i hope you realise that you wont be able to see it work unless you run NSTR. But youve probably just used HL to take the shots in Open GL.
If you mean the texture of the light fixture looks too bright youll have to edit the texture, but if you mean the light that is given off, just change the value in the .rad file.
Its starting to shape up really well good work. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
As far a criticism goes:
-The ceiling looks a bit odd the way the texture is aligned. It's not overly important though.
-The right hand red support on the back wall just kind of ends into nothing abruptly... you could just stretch it down a bit and cut away the excess.
-I'm not particularily fond of the large monitor texture. I think having a large monitor there is a great idea but maybe a different texture would suit it better... that's really just my personal opinion though.
Overall it looks like a great start. I really like the "closed-in" feel of it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I'm looking forward to seeing this room with lghting and the different textures you mentioned. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
glad to see your mapping again.
Im concerned about gameplay, which sides of the commander station will the aliens be able to attack? ie, do they have to squeeze within the small space to attack the console? will this be a problem do u think?
And about the vertexes: when the map gets compiled, it takes every vertice and place it at the nearest integer-value coordinate (or somewhere else if the compiler feels like being ###chy). Make sure that all of the vertexes are affixed on the grid at scale 1. But be careful: if you don't do it just right, you'll get killed with invalid solids.
The light seems to be a bit too bright...Anyone know how to fix that?... 2nd shot is of some wires that are above the supports...
However you say youve added the env_gamma, i hope you realise that you wont be able to see it work unless you run NSTR. But youve probably just used HL to take the shots in Open GL.
If you mean the texture of the light fixture looks too bright youll have to edit the texture, but if you mean the light that is given off, just change the value in the .rad file.