abt the hologram room as KungFuDiscoMonkey said, the colour of the lights does not suit the environment but the lights are a nice addition
as for the ready room i think the T-shape is good. but i dont like the marines being in the middle while the spectate on the right. it looks just wierd. the marine corridor looks excellent. suggestions, add more red lights like the original picture. the end of the corridor on the picture also has a sort hexagonal shape. the one in the screenshot has a rounded shape on the left wall and it makes the end of the corridor seem like something is missing. i like the alien corridor. looks like an onos rammed through it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the voice is just err.... homo. shouldn't we go with a dominating voice? i mean who wants to be taught by a pimp? its insulting.
keep up the good work. this is one of the maps i have been looking foward too, don't let me down
lmao, i was kidding with the pimp voice, it was my mate messin around, he does sound a lot like holly from red dwarf, so ill stick with him until sheena comes back (if she ever does)
ill finish off the ready room today, then i reckon 1 - 2 days worth of scripting and testing then ill release a beta
<!--QuoteBegin-Meat_Popsicle+Aug 31 2004, 11:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 31 2004, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ill finish off the ready room today, then i reckon 1 - 2 days worth of scripting and testing then ill release a beta <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> w00t!
Thats a good try of replicating the steam background. May I suggest Making the bright light come out of the doorway like in the Painting? Would make more sense and look better. Not sure if you've finished lighting that corridor yet but it needs some red lighting.
In the 1.0 trailer the marines step out of a similar doorway, which looks like this: <img src='http://img51.exs.cx/img51/7519/doorway1.jpg' border='0' alt='user posted image' />
Perhaps use it as a reference.
In the same trailer, There is this corridor: <img src='http://img59.exs.cx/img59/6563/Aliencorridor.jpg' border='0' alt='user posted image' />
Would make a nice Join Aliens room if you ask me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
o bugg3r, i forgot about the trailer else i wulda copied that. but yeh i allways intended to add a doorway, i just wanted to post some progress b4 i went to bed.
just an idea.. how about some cinematic effects.. like a camera ride sequence at the beginning, or in some parts between? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> not as a video, but as a ingame usage of trigger_camera
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
This is just looking better and better each time I stop by to look at it. And as mentioned, it's interesting to watch the development of it documented in the thread like this.
<!--QuoteBegin-P@R@$!Te+Aug 31 2004, 01:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (P@R@$!Te @ Aug 31 2004, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> abt the hologram room as KungFuDiscoMonkey said, the colour of the lights does not suit the environment but the lights are a nice addition <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm using Meat_Popsicle's RAD file for the training and he already had a light defined for those lights so I'll let him tweek the light there so that it doesn't break the lighting elseware.
anyone happen to kno the path for the goto waypoint bleep ? (i dont really hav the time to search for it myself and i hav no idea wat it sounds like anyway)
o and also, is theyre a way to make a new line on game_texts?
Looking good so far, and I think I'm on track for the voices for the first half, but I'm curious as to how the readyroom is going to fit in storyline-wise. Dosen't make much sense to have the player walking around the readyroom, then waking up from being frozen. Unless I'm wrong and the readyroom is after the player wakes up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
due to the massively scripted and triggered nature of the level, its just easier to divide it into two parts, part 1 where every things fine, and part 2 where it all goes to sh*t. it also means i can add much more to the map as a result tho. part 1s almost done, im just waiting on the presentation sounds from dark so i can put it all together. part 2's also lacking sound and scripting so im just fixing bugs and stuff at the moment
if ur bored of waiting though, go play saving private barney <a href='http://bios-clan.uk-xtreme.net/Downloads/Meat/SPB_ACT1.rar' target='_blank'>Act 1</a> and <a href='http://bios-clan.uk-xtreme.net/Downloads/Meat/SPB_ACT3.rar' target='_blank'>Act 3</a> (for svencoop) as itll give u a good idea of wat to expect in terms of singleplayer action <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
trigger_changelevel and the related info_landmark don't work in NS. When you try to load the map normally, you get the error, that changlevel is not allowed in multiplayer, and when starting the map as singleplayer with the -map parameter, it will change the level, but on changelevel ns will crash.
As for the earlier question.. yes, trigger_camera works in NS. But I havn't tested the multiplayer functionallity of it yet, meaning if only one player will get the camera view or all. But that's in line for the the next of my test series.
its not trigger_camera, its target_camera and it does work in ns (i have a couple in my map) but only one player is allowed to use the camera at a time.
the change level problem is somethin flayra can add functionality for if he likes it enough to include it, as it is ive just added a "CHANGE MAP NOW" game_text.
i hav another little problem with the build guides though (the ones that u can only see in the comm chair and say 'place watever here'). ive got the trigger_prescence working correctly so when a building is dropped it triggers something like the next line from the commander, but ideally it needs to make the "place ... here" texture dissapear as well. ive tried a func_seethroughdoor which while works at getting the build texture to dissapear after triggering it, the additive 255 doesnt seem to work making the black parts visible, as well as the fact u can place structures on doors anyway.
so basically i need my build texture to only be visible from the comm chair, until a building is placed on the trigger presence just above it making the build texture totally dissapear, any iedas?
<!--QuoteBegin-GiGaBiTe+Sep 1 2004, 01:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Sep 1 2004, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its not trigger_camera, its target_camera and it does work in ns (i have a couple in my map) but only one player is allowed to use the camera at a time.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> it has always been trigger_camera. and it will always be trigger_camera, at least as long as we're talking about the halflife engine. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
but anyway.. back to topic..
instead of a func_seethrough you could also use a func_illusionary with the flag "invis from ground". Then you would have a texture which is invisible for the normal player but visible from commander view. In addition making it a func_illusionary will also allow you to change it's properties with an env_render. so it also disappears from commander view, when you want that.
Meat_Popsicle is turning his thread about the training map into his own mapping help and troubleshooting subforum <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I don't think you can turn a func_nobuild on/off. not 100% sure about that. But as a workaround you could make some invisible water rising/lowering in level where the comm should be able to build or not.
lol, just trying to get this all done as quickly as possible, havnt even sorted out my student loan yet <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
This map looks like it is becoming something great, I would have loved something like this when I started out....
I have a few suggestions that might help, if I may (Please keep in mind that these come from someone who, as of yet, knows close to zero about mapping):
Ready Room: Perhaps have the rine and alien rooms on the same wall? Aliens on the left and have it looking like the onos busted through from behind, which is where the skulks would be coming from in the steam pic. Then have the spectator on the opposite wall, making a Y shape.
Holo Room: Is there any way to give those seat lights a greenish hue? It would look awesome. Also, maybe encase the holo projector in a glass tube, like the stasis tubes. Maybe not just encased, it would look cool if it looked like a prism that was being projected into. And that white light someone suggested would look 1337, make it kinda like a scanner where it starts at the top and the image turns visible as it passes, then, when the commander is done talking, it makes a pass from bottom to top turning it invisible, then back down with the next model (don't know if possible, just eye candy, so not important if impossible/not enough time to do before release).
Changemap: If you can't get the changemap working, maybe do it manually. Have the alarm lights hidden inside little indents with covers, move them out when it hits the fan, cut some of the models so when you trigger it, the cut portions fall to the floor, like corners, monitors, etc (again, don't know if possible, just a suggestion).
Welder: I think the welder part is actually a bit misleading, rines mostly <i>close</i> things with the welder. Maybe have them crawl through the duct and seal it behind them?
Comm training: I know its just basic training, but perhaps have them research an upgrade to get the feel of it? Not sure how it would fit in the storyline though...
Ending: After the hive is dead, have the commander saying something like: "Ok, get down to engineering, I need you to help me repair the comm system." and open up a door to a long corridor, like something that would connect the marine/training wing of the station to the core where the systems would be. Once they're in, shut the door and have the lights flicker out. Get the comm saying "The power grid is heavily damaged, you're going to have to use your flashlight, soldier." (text message that the default is 'F'?) and when they turn it on they see a door at the end open and an onos come charging through, then the mission ends. It would add to the silouette (sp?) thiing, and make sure they really do go "Oh ****!!" on their first encouter of the close kind.
Hope these help. I would offer to help more, but I'm in the middle of moving right now, almost no time, sorry.
If you ever start an alien training map, I'd be glad to help, things should be settled by then and I'll know more about mapping (A friend of mine is going to teach me). I've got a few ideas for that map too.
Sorry for the long post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Comments
**amazin pictures**
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
amazing... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
stole the word right out of my mouth
as for the ready room i think the T-shape is good. but i dont like the marines being in the middle while the spectate on the right. it looks just wierd.
the marine corridor looks excellent. suggestions, add more red lights like the original picture. the end of the corridor on the picture also has a sort hexagonal shape. the one in the screenshot has a rounded shape on the left wall and it makes the end of the corridor seem like something is missing.
i like the alien corridor. looks like an onos rammed through it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the voice is just err.... homo. shouldn't we go with a dominating voice? i mean who wants to be taught by a pimp? its insulting.
keep up the good work. this is one of the maps i have been looking foward too, don't let me down
ill finish off the ready room today, then i reckon 1 - 2 days worth of scripting and testing then ill release a beta
w00t!
In the 1.0 trailer the marines step out of a similar doorway, which looks like this:
<img src='http://img51.exs.cx/img51/7519/doorway1.jpg' border='0' alt='user posted image' />
Perhaps use it as a reference.
In the same trailer, There is this corridor:
<img src='http://img59.exs.cx/img59/6563/Aliencorridor.jpg' border='0' alt='user posted image' />
Would make a nice Join Aliens room if you ask me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
oh well ive made it now
not as a video, but as a ingame usage of trigger_camera
I'm using Meat_Popsicle's RAD file for the training and he already had a light defined for those lights so I'll let him tweek the light there so that it doesn't break the lighting elseware.
o and also, is theyre a way to make a new line on game_texts?
That corridor rocks, doesnt seem like the ss is gamma corrected.. is it?
Try taking a look at <a href='http://www.vlatitude.com/tutorials.php?tutID=18' target='_blank'>this</a> (from 69th Vlatitude).
if ur bored of waiting though, go play saving private barney <a href='http://bios-clan.uk-xtreme.net/Downloads/Meat/SPB_ACT1.rar' target='_blank'>Act 1</a> and <a href='http://bios-clan.uk-xtreme.net/Downloads/Meat/SPB_ACT3.rar' target='_blank'>Act 3</a> (for svencoop) as itll give u a good idea of wat to expect in terms of singleplayer action <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
When you try to load the map normally, you get the error, that changlevel is not allowed in multiplayer, and when starting the map as singleplayer with the -map parameter, it will change the level, but on changelevel ns will crash.
As for the earlier question.. yes, trigger_camera works in NS. But I havn't tested the multiplayer functionallity of it yet, meaning if only one player will get the camera view or all. But that's in line for the the next of my test series.
i hav another little problem with the build guides though (the ones that u can only see in the comm chair and say 'place watever here'). ive got the trigger_prescence working correctly so when a building is dropped it triggers something like the next line from the commander, but ideally it needs to make the "place ... here" texture dissapear as well. ive tried a func_seethroughdoor which while works at getting the build texture to dissapear after triggering it, the additive 255 doesnt seem to work making the black parts visible, as well as the fact u can place structures on doors anyway.
so basically i need my build texture to only be visible from the comm chair, until a building is placed on the trigger presence just above it making the build texture totally dissapear, any iedas?
it has always been trigger_camera. and it will always be trigger_camera, at least as long as we're talking about the halflife engine. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
but anyway.. back to topic..
instead of a func_seethrough you could also use a func_illusionary with the flag "invis from ground". Then you would have a texture which is invisible for the normal player but visible from commander view. In addition making it a func_illusionary will also allow you to change it's properties with an env_render. so it also disappears from commander view, when you want that.
now my next question, is it possible to turn func_nobuild's off ?
I don't think you can turn a func_nobuild on/off. not 100% sure about that. But as a workaround you could make some invisible water rising/lowering in level where the comm should be able to build or not.
I have a few suggestions that might help, if I may (Please keep in mind that these come from someone who, as of yet, knows close to zero about mapping):
Ready Room: Perhaps have the rine and alien rooms on the same wall? Aliens on the left and have it looking like the onos busted through from behind, which is where the skulks would be coming from in the steam pic. Then have the spectator on the opposite wall, making a Y shape.
Holo Room: Is there any way to give those seat lights a greenish hue? It would look awesome. Also, maybe encase the holo projector in a glass tube, like the stasis tubes. Maybe not just encased, it would look cool if it looked like a prism that was being projected into. And that white light someone suggested would look 1337, make it kinda like a scanner where it starts at the top and the image turns visible as it passes, then, when the commander is done talking, it makes a pass from bottom to top turning it invisible, then back down with the next model (don't know if possible, just eye candy, so not important if impossible/not enough time to do before release).
Changemap: If you can't get the changemap working, maybe do it manually. Have the alarm lights hidden inside little indents with covers, move them out when it hits the fan, cut some of the models so when you trigger it, the cut portions fall to the floor, like corners, monitors, etc (again, don't know if possible, just a suggestion).
Welder: I think the welder part is actually a bit misleading, rines mostly <i>close</i> things with the welder. Maybe have them crawl through the duct and seal it behind them?
Comm training: I know its just basic training, but perhaps have them research an upgrade to get the feel of it? Not sure how it would fit in the storyline though...
Ending: After the hive is dead, have the commander saying something like: "Ok, get down to engineering, I need you to help me repair the comm system." and open up a door to a long corridor, like something that would connect the marine/training wing of the station to the core where the systems would be. Once they're in, shut the door and have the lights flicker out. Get the comm saying "The power grid is heavily damaged, you're going to have to use your flashlight, soldier." (text message that the default is 'F'?) and when they turn it on they see a door at the end open and an onos come charging through, then the mission ends. It would add to the silouette (sp?) thiing, and make sure they really do go "Oh ****!!" on their first encouter of the close kind.
Hope these help. I would offer to help more, but I'm in the middle of moving right now, almost no time, sorry.
If you ever start an alien training map, I'd be glad to help, things should be settled by then and I'll know more about mapping (A friend of mine is going to teach me). I've got a few ideas for that map too.
Sorry for the long post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->