Mapping test with mapping pack

MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
<div class="IPBDescription">Does it look good?</div>A few screens below:
<img src="http://www.multimania.com/sitedecon/images/10000.jpg" border="0">

<img src="http://www.multimania.com/sitedecon/images/10003.jpg" border="0">

<img src="http://www.multimania.com/sitedecon/images/10004.jpg" border="0">
Little bug with fog, can't do anything against that (remove fog but...)

Comments

  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I'd like to say something, but my jaw refuses to come back up.

    Incredible ambience.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    ######, i would <b>like</b> to say something, but fricken bess won't let me view the pics <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo--> (i'm at school...)
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    damn, the new stuff in 2.0 is impressive!
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    Is that the env_fog entity in use there?
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yup. That's the env_fog. The env_fog test map was a tad harsh with the density. I'm glad to see it can be changed. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    I know how to do good looking map but i need idea of map (and undertsand how natural selection work)
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    ya, but it only works in openGL - which means if its too thick, it could be an advantage to people with shoftware/D3D ...
    <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Please remember that you don't <b>have</b> to use OpenGL fog in your maps to get a fog effect. Those shots from the NS_Hera playtest in the fog passage were done with other nifty tricks that I'm sure Merkaba can elaborate on if you ask him nicely.

    Take a gander; none of these shots use env_fog (opengl):

    <img src="http://www.readyroom.org/ns_ingame/HalfL20e1a_8x6.jpg" border="0">

    <img src="http://www.readyroom.org/ns_ingame/HalfL15e1a_8x6.jpg" border="0">

    <img src="http://www.readyroom.org/ns_ingame/HalfL37e1a_8x6.jpg" border="0">

    <img src="http://www.readyroom.org/ns_ingame/HalfL33e1a_8x6.jpg" border="0">
  • ErpErp Join Date: 2002-01-25 Member: 90Members
    ...



    My jaw is nowhere to be found.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Ok MonsE, great... we can do fog without env_fog.... so what's the trick? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ErpErp Join Date: 2002-01-25 Member: 90Members
    Yeah, please tell us Merkaba!


    *finds jaw and places it in mouth
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Anyone notice the "hera_fog.spr" in the NSTR2? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    But yes, a 500 word essay on how you turned that circle into fog, would be greatly appreciated Merk. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Did you scale it really big or something?
  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    nice effect , but makes good thing to software/d3d cos fog isnt boudering them at alland they will see better then
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I belive it was done by making the sprites really small and removeing the "Hotspot" from the middle of them. Using a particle system with a stationary starting velosity. Don't quote me on this though...

    --Scythe--
    the_only_scythe@yahoo.co.uk
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    yeah, well, fog is just supposed to make the stage look pretty I think, not to add a major gameplay factor (although it definitely could), so the D3D/soft ppl would mostly just be missing out on some purdy stuff.

    Besides, it's punishment enough for them cheating by making them have to use D3D or software mode <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    -Jacius

    [EDIT -- I think Merk said he just used some stationary sprites, and they are at least as big as the hallway because I can see the places where they cut off into the floor.]
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    <!--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-->
    Please remember that you don't <b>have</b> to use OpenGL fog in your maps to get a fog effect.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Taken from the <a href="http://www.natural-selection.org/MappingGuidelines.htm" target="_blank">Mapping guidelines for Natural Selection</a>
    <!--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-->
    <b>Env_fog</b>
    This entity adds hardware accelerated fog to your map. This entity is a brush entity, where the brush is invisible and non-solid. When a player touches the brush, fog will turn on for that player. Note that the brush doesn't define where the fog is, but where fog is turned on. A player touching the edge of the fog entity but looking away from it will still see fog.

    This only works under hardware-accelerated OpenGL rendering, so it should NOT be used for anything that affects gameplay. It should only be used in subtle ways as an "extra". It may eventually work under Direct3D as well. There are also some problems with particle sprites drawing in the fog, and this may or may not be fixed.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Does this mean it does work in D3D now?
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    If i had to make a guess Id say no, since the hl update didnt say anything about d3d features, only the stuff for open gl......plus d3d sucks
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    No. Apparently, Flayra and MonsE and them (or whoever made that map those two are in) found a way of making fog without using OpenGL's fog thing. That's what he means by don't 'have' to use env_fog.
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    They are just using a fog sprite that is scaled up to the height of the corridor, and placed every 128 units or so. The haze sprite is good for this.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    I though i heard merk say he used a fog sprite, made it really transparent, and placed one ridge on every 32 units. (in both ways, both south-north and east-west from top view) This way the further you watch, the less transparent it becomes...
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    ah, I see, I misunderstood his comment ...

    I personaly like the fog ..

    /me shrugs
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    I am wondering how it is made  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • ErpErp Join Date: 2002-01-25 Member: 90Members
    I gotta say Monkeyget, Your avatar kicks ### <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    And show us some more screenies!
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    I am wondereing how it's made..
    I am decided to do a full map, with manyn large, open areas <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    You are wondering how what is made? Merkaba's fog? We are guessing that he scaled a sprite up to the size of the hallway, and layered it.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    wops <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->  i found a nice tool with the forum
    "Pages: (3) < 1 2 [3] >"
    ... <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Guess Monkeyget's native language - <b>Win A Prize!</b>
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