Natural-selection:source

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  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-brute force+Feb 2 2005, 03:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute force @ Feb 2 2005, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Olmy+Feb 2 2005, 01:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Feb 2 2005, 01:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They are perfect. At first i saw the 2d texture and thought that it didn't have enough depth, but with the shadows ingame it looks great. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I still think it needs more depth in between the plates. It looks pretty good though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree, and make the top/main of each a bit more dirty. It looks too clean.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited February 2005
    eliminate the fake highlights on the metal at the top and bottom. That type of thing should be done solely with normal mapping and the specular map.

    And if you guys are serious about animating the infestation make sure it moves very very slowly in game. Sort of a deep breathing rhythm. I'd say think of the rate of the hive's healing "heartbeat" noise, and make it roughly that rhythm. BE SUBTLE!
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-moultano+Feb 2 2005, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Feb 2 2005, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> eliminate the fake highlights on the metal at the top and bottom. That type of thing should be done solely with normal mapping and the specular map.

    And if you guys are serious about animating the infestation make sure it moves very very slowly in game. Sort of a deep breathing rhythm. I'd say think of the rate of the hive's healing "heartbeat" noise, and make it roughly that rhythm. BE SUBTLE! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Careful. I think I agree about those highlights, but it gets to a point where the highlights are so small rendering them with a normal map or a specular map is going to be kind of stupid because it's a preformance hog.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    I'll be honest, i can't actually see the highlights real well you are pointing out to correct, i'll just darken the top and bottom... And i can't really get much more height out of the normal map.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Can't see the highlights? The metal bars on the sides get brighter near the ends. That's where the light catches them.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    I'm disappointed that there aren't more people logging into the gmail account described in the first post of this thread. I've been posting useful tools like VTF Viewer, TEXgen, WALLY, and my own 'previewtex.html' that uses javascript view your texture as the tilable background in Internet Explorer.

    I think we should consider using TEXgen. It makes compiling LONG LISTS of TGA files EASY. You simply put them in a directory, and it auto generates the required TXT files and VMF files based on a template and then runs VTEX to compile the final VTF file.

    If we use VTEX, we could make one person in charge of collecting the textures that various members convert. Ideally, everyone should convert their final texture to a TGA file, include any bumpmaps in a TGA file, and describe what types of materials and material proxies their texture needs to use.

    Then each final texture TGA could be sorted into variuos directories by whoever is in charge of the compilation process. Shiny (specular) textures could be in their own folder with their own TEXgen template. Matte textures could be in their own folder. Reflective in their own folder, etc.

    Then compiling the long list of textures would be easy and it would be more standard.

    Anyone like this idea? And is anyone interested in organizing this?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i would be willing to work on converting tgas to the material files, but seeing as how there are not really any tgas to convert right now theres nothing i can do.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    Final converted textures should be emailed to nsstexture at gmail dot com (not listed in email@domain.com format so evil spambots don't ruin the account) in TGA format.

    Someone will be in charge of checking this account periodically and saving the textures to their computer to convert later.

    In theory. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-liquidscript+Feb 6 2005, 02:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (liquidscript @ Feb 6 2005, 02:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think we should consider using TEXgen. It makes compiling LONG LISTS of TGA files EASY. You simply put them in a directory, and it auto generates the required TXT files and VMF files based on a template and then runs VTEX to compile the final VTF file. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's not the most reliable program at the moment, I think out of the people I've spoke to that have tried it on the Snarkpit website, its worked for 1/4 of them if not less. VTex is the way to stay, for now, I believe Texgen will become better soon though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • meretrixmeretrix Join Date: 2004-01-23 Member: 25620Members, Constellation
    I like what I see so far. I really hope we can get the dev's to make NS2. Some of the texture conversions are great.

    I really wish I could start mapping for NS2. I used to map back in the day for CS and TFC. I was going to start today to start making a map for NS2 but then realized that I can't really do that because I won't be able to get any of the entities etc.

    Besides that I'm missing NS's gameinfo.txt

    If I'm missing something or I can start making NS2 maps let me know.. till then I guess I'll just start making NS1 maps and port them later.

    Keep up the good work though.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    NS2 has no announced engine, thus you can not map for it.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited February 2005
    <!--QuoteBegin-Thursday+Feb 7 2005, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Feb 7 2005, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NS2 has no announced engine, thus you can not map for it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You could do concept work... but it is kind of early for that considering we really don't even know the nature of the game asside from the fact that it will be an RTS/FPS

    [edit] Feel free to start mapping for NS:S though, although it will probably be hard to get anything that looks very NSey without a few more decent textures...
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    I think there should be a bit more bump-mapping (resulting in shadows) on those ridges everywhere. Otherwise, it looks very nice!
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Its hard to push more out of the bump mapping, i'm very close to the edge right now. If you want much mroe height, your going to have to build it in the brushes, or i might make the tiles closer together so it appears like there's more depth. Either way, i'm working 12 hour shifts for the next few weeks, so unless a dev kicks me up the butt (*wink*) i'll wait till uni goes back before i do anymore.
  • meretrixmeretrix Join Date: 2004-01-23 Member: 25620Members, Constellation
    If I map for NS:S I still wont be able to get the right entity sets will I? Besides I logged into the gmail to check the textures and there aren't that many. Maybe I'll start texture work but I'm not great with that.

    I guess it would help if I could just aim chat with someone for a minute about configuring hammer for NS:S
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-meretrix+Feb 8 2005, 05:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (meretrix @ Feb 8 2005, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I map for NS:S I still wont be able to get the right entity sets will I? Besides I logged into the gmail to check the textures and there aren't that many. Maybe I'll start texture work but I'm not great with that.

    I guess it would help if I could just aim chat with someone for a minute about configuring hammer for NS:S <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Its a big job, and its in the making by the community to help out the team if they do decide to go ahead with NS:S. Please be patient waiting for textures, or try and help out a bit. I would if I could, but I suck at art/ photoshopping <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin-Reebdoog+Feb 8 2005, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Feb 8 2005, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its hard to push more out of the bump mapping, i'm very close to the edge right now. If you want much mroe height, your going to have to build it in the brushes, or i might make the tiles closer together so it appears like there's more depth. Either way, i'm working 12 hour shifts for the next few weeks, so unless a dev kicks me up the butt (*wink*) i'll wait till uni goes back before i do anymore. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You could always paint more depth on to the texture. I mean, yeah, bump mapping is totally cool and all, but if you're looking to squeeze more depth out of it you could always add some depth to the texture itself and use the bumpmaps to enhance that.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Insane+Feb 8 2005, 01:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Feb 8 2005, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reebdoog+Feb 8 2005, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Feb 8 2005, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its hard to push more out of the bump mapping, i'm very close to the edge right now. If you want much mroe height, your going to have to build it in the brushes, or i might make the tiles closer together so it appears like there's more depth. Either way, i'm working 12 hour shifts for the next few weeks, so unless a dev kicks me up the butt (*wink*) i'll wait till uni goes back before i do anymore. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You could always paint more depth on to the texture. I mean, yeah, bump mapping is totally cool and all, but if you're looking to squeeze more depth out of it you could always add some depth to the texture itself and use the bumpmaps to enhance that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you can't really paint more depth into a bumpmapped texture, you end up getting alot of shadowing and lighting conflicts with the whole prespective of the thing, expecially when you start shining the flashlight at things.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    old:
    <img src='http://www.natural-selection.at/schimmel/old1.gif' border='0' alt='user posted image' />

    new:
    <img src='http://www.natural-selection.at/schimmel/new1.gif' border='0' alt='user posted image' />



    old:
    <img src='http://www.natural-selection.at/schimmel/128.gif' border='0' alt='user posted image' />

    new:
    <img src='http://www.natural-selection.at/schimmel/512.gif' border='0' alt='user posted image' />


    Those textures were taken from ns_bast.wad and resolution (as you may noticed) increased <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    pls tell me if you have notes to me how to increase quality when you dislike it.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <img src='http://www.natural-selection.at/schimmel/old2.gif' border='0' alt='user posted image' />

    <img src='http://www.natural-selection.at/schimmel/new2.gif' border='0' alt='user posted image' />
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    well, some parts of them look good, but others are a bit lackluster. The whole texture needs to be sharp like the central parts. the edges are equaly important; as they stand right now, some eares are a bit well cartooney..

    As working textures these are both fine but to be finished a bit more workshould go be put into them.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i agree with you, just need to work on em more.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited February 2005
    Thanks for doing plaspanel. Any chance you could make a few variations for it? Say a plaspanel with a light as the central panel, a plaspanel with one panel removed...

    ...an infestation plaspanel! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    [Edit] Just noticed the WIP looks a bit too metallic. I always thought of plaspanel as being a plasticky wipeclean surface. It needs to be sorta creamy-white like the original.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I like the first one, it might need touching up on the right hand side though, it just don't look right to me.

    The second ugh, whats all the white crap? Tone some of it down a bit, I feel that texture set isn't supposed to be too dirty. Don't like the wire re-size, good attempt though.

    I feel the 3rd is just excellent <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Keep up the good work.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <img src='http://www.natural-selection.at/schimmel/512.gif' border='0' alt='user posted image' />

    i reworked it a bit
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    u should really throw it ingame with a bump map to really get an idea...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <img src='http://www.natural-selection.at/schimmel/nos_plaspan_light.gif' border='0' alt='user posted image' />

    the one with a light
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    No fake lighting! It looks totally weird in-game.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Shimmel, HL2's bumpmapping and lighting abilities are much much different from the HL engine's. That is some excellent work you have done so far, but you need to keep two things in mind when working in the future. Firstly, no fake lighting, let the engine do the texture lighting itself, and secondly, no fake shadowing or light spots. With dynamic lighting it looks much much better if you let bumpmaps handle the interation of lighting directions and non flat texture surfaces.
  • DuffDuff Join Date: 2003-08-03 Member: 18851Members
    how do they look in game...prolly the most important thing. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
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