Mmmm mmm mmm!

Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
<div class="IPBDescription">Gotta love fog, water and animated texes</div>some pics of one of my hive rooms, i think i kinda overdid the fog, but i still like the pics just for show <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

edit: oh, and r_speeds are never above 270 in this room <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

edit 2: oh, and thanks to Yamazaki for the breathing walls <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  damn, i gotta make sure i'm done typing whatever i wnat to say before i hit the submit topic button... <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

Comments

  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow, great atmosphere! Those organic pillars are awesome. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The env_fog sure seems to be popular.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Did you use a watertexture for the breathing ground? I'm guessing that it is sort of water, but i would change the texture then, make it look less like water.
    I know (well i'm actually guessing) that you use the func_water (or what the hell it's called (no mapper <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->) to make the ground "breathe" as you said it, but i'd chaneg that texture.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    OMG this is SO COOL! it really has all the athmosphere a hive area should have... i can't believe it! My god! This is so nice... Go on with your map... post more pics!

    -

    The mist is not overdone. If it is not this way in the whole map it really adds great athmosphere. I can imagine how creepy the look is here if there is a cool music.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--[Shuvit.Viper]+Feb. 28 2002,01:48--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> ([Shuvit.Viper] @ Feb. 28 2002,01:48)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The mist is not overdone. If it is not this way in the whole map it really adds great athmosphere. I can imagine how creepy the look is here if there is a cool music.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I agree here... The fog is definately not overdone from a visual/appearence perspective. Just make sure it looks good without the fog too for the non open_gl users. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Yeah, if its possible change the water texture to match the pillars....  BTW, i heard fog effects are quite possible without openGL but thats only word of mouth.
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Maybe have some of the lights smashed out to add some darkness, all the more spooky.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I'd leave the water as-is. I think the hive room looks better when it's flooded with ankle-deep water, especially if it makes nice sloshing sounds when you move around in it.

    I really want to see those pillars pulsate in-game <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    same as everyone else, i love the pillars and the fog.  good job here mate.  i would only suggest a change with the lights.  they look out of place along the wall like that.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    I love the whoile thing. As for the lights, you could go two ways with it. If you really like the lights, you could add a little bit of nonifested stuff to it (A wrecked catwalk or something) to unify it, or you could replace them with soemthign more organic and keep the whole thign 100% organic.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I like the water, personally.

    I do think humbaba has a good point there though. You may want to consider following his advice. There's really nothing wrong with the way it is right now, but it can't hurt to do as he suggested. Might not even be what you are aiming for though...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I agree, this looks sweet...

    I really suggest you take out the fog for the time being, though. There are some major bugs with the fog code right now and also it'd looke xtremely weird to have that level of fog suddenly appear on the player when he walks into the room.

    If you want to see the bug I'm talking about, join the marine team and use the welder. The sprites look all messed up. This is being looked into - if its common to all fog code in HL mods, then there's nothing we can do about it and env_fog will most likely have to be removed.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    <!--QuoteBegin--Merkaba+Feb. 28 2002,22:24--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Feb. 28 2002,22:24)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->If you want to see the bug I'm talking about, join the marine team and use the welder. The sprites look all messed up. This is being looked into - if its common to all fog code in HL mods, then there's nothing we can do about it and env_fog will most likely have to be removed.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    GOD MERKABA NO. It is relative to all half life mods, and it's unchangable, but DON't REMOVE IT for an <b>EXTREMELY RETARTED</b> (excuse my language) REASON LIKE SO. It doesn't change anything, it just looks wierd when mixed with other overlaps, like the welder, and mabye explosions. DoD has fog, and DoD experiences the same problems, but THEY didn't remove the fog for an <b>EXTREMELY RETARTED</b> (excuse my language) REASON LIKE SO. In fact, many people use the fog in DoD and they don't care about the bugs, as long as it makes the game look 10x better!

    If the fog is removed, you will likely be:

    1) Utterly Dispised among many people
    2) Flammed to oblivion
    3) Pointed and lauged at, as people say "Look mommy, it's the idiot who removed the awesome fog effects!"

    Seriously, you really shouldn't remove the fog for a reason like that, since it hardly changes anything, just looks a bit wierd at some specific moments.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I don't think it would be a big deal if it got removed. There's a lot more you can do to your level then fancy it up with fog to make it atmospheric, etc. I for one, am not going to be using the env_fog. I don't like how it starts and ends so abruptly. Besides, there are other ways of creating great looking fog... as Merkaba has done in ns_hera. I thnk the use of the env_fog should be a nice additional touch to an already nice looking area... not something the level depends on to look good.

    I do really like what it does to the area in these shots, but I won't miss the absence of the env_fog if it is ever taken out.

    The fog in DoD may make the levels in the game look 10x better, but I think you can trust Merk and Relic to prodce levels that don't <i>need</i> the fog to look just as good.. scrap that, better than those in DoD.

    Don't stress yourself out over something like this... It really won't make much difference in the quality of NS levels.

    -Edit- You could theoretically reduce the abruptness of the introduction of the fog: Horizontally layer several env_fog 's starting with a very thin coating, and gradually making the fog denser as you go down the line. This is a bit more natural looking than if you were to just put one env_fog, but there is still that critical transition between the open world, and your first step into the first env_fog. It's still too abrupt... for me at least.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    is anyone here familiar with the dream sequence in Oni, where there is that thin layer of fog about a foot off the ground that gently glides away from wherever anyone is standing?  would it be possible to do something like that in half-life?
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    With a whole crap load of triggers and revamping of the engine, MAYBE then. In other words: NO! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> (Engine is just too out of date)
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    dang, i didn't think so <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->

    well, i'm just trying out Yamazaki's rolling fog texture, i'll post some screenies in a bit, as soon as it's finished compiling (it's actually in a different section of the map, but it's still a part of the map <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    I say remove the fog if it's buggy. Also, it's not wise to have fog in such an important area, since D3D and Sofware users will get an advantage. If fog is commonly used, then people will switch over to D3D, and then they'll complain about how choppy NS is, and how ugly it looks. The average gamer isn't a very smart person.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Yolmer+Mar. 01 2002,05:40--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yolmer @ Mar. 01 2002,05:40)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->If fog is commonly used, then people will switch over to D3D, and then they'll complain about how choppy NS is, and how ugly it looks. The average gamer isn't a very smart person.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    LOL!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Ah! Finaly an explanation of why some HL weapons don't fire underwater.  It's because the muzzle flash sprites would look rubbish with the underwater 'fog' effect.

    Flayra could you tell HL not to draw any additive sprites when a player is inside an env_fog?
Sign In or Register to comment.