its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste
its so obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I don't see it <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> as in, I don't see the resemblance.
i wanna know why they took mineshaft off the map list, awesome map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->, and the new angst/daimos... bleh...
yeah i know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, looks nothing like the spot in tanith
for one, the ramp would be on the right not the left, 2nd tanith doesnt have a ramp there it has stairs.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2005
Remember everybody, contest ends on <b>August 5th</b>, that's slighty over a week left. I made a post on the hl2world forums to see if i can get some mappers familar with source to take a shot at it, if there is a few that want too i may extend the deadline.
When your done with your area just post a screenshot(s) and list them as the final ones in your post and i will add them to the first post and then get a vote started.
If you want to release the .bsp so we can walk around the area as well that is okay too.
<!--QuoteBegin-The Cheat+Jul 27 2005, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Cheat @ Jul 27 2005, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mineshaft had some issues with it, and AFAIK, the "I lost my map source" syndrome struck against its creator, so it was not able to be updated. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> weird thing about this: you have to give the source of your map to the ns team in order to get it official. to my knowledge this happened after the source of bast and nancy got lost, ergo ns2.0.
correct me if Im wrong.
when do people (especially mappers who spend months on their projects) learn how to backup their files <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
seems some people dont even know mineshaft, this ramps are unique <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Half of these are going to look worse than the HL1 scenes they're trying to recreate. We have a whole sodding new engine to work with here, if you want to just directly recreate something then just flipping port it and change a few entities. If you're going to remake it though then spice it the **** up, go to flipping town on it.
Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-MrBen+Jul 28 2005, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrBen @ Jul 28 2005, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Half of these are going to look worse than the HL1 scenes they're trying to recreate. We have a whole sodding new engine to work with here, if you want to just directly recreate something then just flipping port it and change a few entities. If you're going to remake it though then spice it the **** up, go to flipping town on it.
Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> In their defense, KFS built that area the first time around, and he's using an engine with a large library of spaceship oriented textures, with (arguably) a much more intuitive editor, and lighting that he can tweak on the fly. So comeon Mr. Ben, go show everybody up! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I wonder how this would look with the source engine. the doom3 engine seems to be perfect to create this artificial looking scifi environments.
but its really amazing how the area looks just by replacing textures. I had to look twice to realize, that there were nearly none architectual improvements.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-the x5+Jul 28 2005, 08:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (the x5 @ Jul 28 2005, 08:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... <span style='color:yellow'>What about ns_shiva sourceified?! </span><!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> When I get the current overhaul done, I'm taking a break from shiva for a while . . .
<!--QuoteBegin-MrBen+Jul 28 2005, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrBen @ Jul 28 2005, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Half of these are going to look worse than the HL1 scenes they're trying to recreate. We have a whole sodding new engine to work with here, if you want to just directly recreate something then just flipping port it and change a few entities. If you're going to remake it though then spice it the **** up, go to flipping town on it.
[Pictars]
Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Valid points, and I'd say points that should be at the forefront of our minds when we come to judge this comp; but you're being very negative.
Mapping is a continual learning process, this comp has brought a few new faces to the fore and who's to say they won't be the creators of the next Bast given a bit of inspiration and the opportunity to try their hand at mapping.
I'm sure many first-time mappers get put off because they can't get past their first room and get discouraged or bogged down with it all. This competition is giving every would-be mapping quitter to give it a go and actually finish a project (it's only one area, after all).
I think that in this case the 'not winning but taking part' moniker really means comes into its own.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
looking awesome confused :-P
Just a note to everybody, i'm extending the contest two weeks until august 19th since some people from hl2world are probably entering and can make some sweet looking stuff.
Wow, amazing stuff. Maybe after Im done with my co_mario64 map (yes its just the castle from mario64 combat style) Ill take a look at the Source editor to get a feel for it for the big day NS:S comes out. These look awesome.
@Confused what map is that from? Looks like nancy, kinda, but that room isn't on nancy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I was playing around converting some NS textures to source(normal map + glossmap).
Well. I want brushed aluminum like highlights(positive lod bias on the cube map-> smaller mipmaps of the cube map are used-> doesn't look like everything is coated in varnish).
Using a lower $envmapcontrast helps a little but not enough.
<!--QuoteBegin-Soylent green+Jul 30 2005, 11:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jul 30 2005, 11:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was playing around converting some NS textures to source(normal map + glossmap).
Well. I want brushed aluminum like highlights(positive lod bias on the cube map-> smaller mipmaps of the cube map are used-> doesn't look like everything is coated in varnish).
Using a lower $envmapcontrast helps a little but not enough.
So how do I do this? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you don't already know I think we're all doomed <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Comments
its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste
its so obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste
its so obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
....no
<a href='http://mbnet.fi/tomekki/ns_mineshaft0000.jpg' target='_blank'>http://mbnet.fi/tomekki/ns_mineshaft0000.jpg</a>
edit: mineshaft would look amazing on source ::drool::
I took the shot from a weird angle on purpose.
The brushwork is coming along nicely. I just started some basic texturing.
Here's an update:
<img src='http://img31.imageshack.us/img31/9406/mineshaft4uv.jpg' border='0' alt='user posted image' />
<a href='http://img31.imageshack.us/my.php?image=mineshaft4uv.jpg' target='_blank'>In case the image doesnt work</a>
Enjoy!
-Sinter
anyway, very nice!
its tanith, the ramp that goes to cargo and dres, the way ahead leads to waste
its so obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
....no <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hahahaha.
yeah i know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, looks nothing like the spot in tanith
for one, the ramp would be on the right not the left, 2nd tanith doesnt have a ramp there it has stairs.
When your done with your area just post a screenshot(s) and list them as the final ones in your post and i will add them to the first post and then get a vote started.
If you want to release the .bsp so we can walk around the area as well that is okay too.
Everything is looking pretty good so far though.
Bwhahahaha, NSTR.
<i>Snap, snap.</i>
weird thing about this: you have to give the source of your map to the ns team in order to get it official. to my knowledge this happened after the source of bast and nancy got lost, ergo ns2.0.
correct me if Im wrong.
when do people (especially mappers who spend months on their projects) learn how to backup their files <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
seems some people dont even know mineshaft, this ramps are unique <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<img src='http://www.button-masher.net/images/wip/d3_eclipse_004.jpg' border='0' alt='user posted image' />
<img src='http://www.button-masher.net/images/wip/d3_eclipse_006.jpg' border='0' alt='user posted image' />
Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular.
Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
In their defense, KFS built that area the first time around, and he's using an engine with a large library of spaceship oriented textures, with (arguably) a much more intuitive editor, and lighting that he can tweak on the fly.
So comeon Mr. Ben, go show everybody up! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
me too. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
TBH, I think Bast and Hera where the best looking of the old ns_ maps.
/me wonders for a minute
... <span style='color:yellow'>What about ns_shiva sourceified?! </span><!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
but its really amazing how the area looks just by replacing textures. I had to look twice to realize, that there were nearly none architectual improvements.
When I get the current overhaul done, I'm taking a break from shiva for a while . . .
[Pictars]
Take these scenes here of ns_eclipse on the doom 3 engine made by KFS. I mean just look at it, you can tell it's keyhole, but with enhanced visual quality, the added details, he's done things that you can't possibly do with HL1 within NS polylimits, new lighting etc etc. He's making the most of the engine. All i see in this thread is straight ports with better textures, nothing that couldn't be achieved in the first place with the HL1 engine. It's not particulary spectacular. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Valid points, and I'd say points that should be at the forefront of our minds when we come to judge this comp; but you're being very negative.
Mapping is a continual learning process, this comp has brought a few new faces to the fore and who's to say they won't be the creators of the next Bast given a bit of inspiration and the opportunity to try their hand at mapping.
I'm sure many first-time mappers get put off because they can't get past their first room and get discouraged or bogged down with it all. This competition is giving every would-be mapping quitter to give it a go and actually finish a project (it's only one area, after all).
I think that in this case the 'not winning but taking part' moniker really means comes into its own.
enjoy
<img src='http://beta.riovia.net/breifingroom0079_s.jpg' border='0' alt='user posted image' />
<a href='http://beta.riovia.net/breifingroom0079.jpg' target='_blank'>1600x1200</a>
<img src='http://beta.riovia.net/breifingroom0081_s.jpg' border='0' alt='user posted image' />
<a href='http://beta.riovia.net/breifingroom0081.jpg' target='_blank'>1600x1200</a>
Just a note to everybody, i'm extending the contest two weeks until august 19th since some people from hl2world are probably entering and can make some sweet looking stuff.
Well. I want brushed aluminum like highlights(positive lod bias on the cube map-> smaller mipmaps of the cube map are used-> doesn't look like everything is coated in varnish).
Using a lower $envmapcontrast helps a little but not enough.
So how do I do this?
Well. I want brushed aluminum like highlights(positive lod bias on the cube map-> smaller mipmaps of the cube map are used-> doesn't look like everything is coated in varnish).
Using a lower $envmapcontrast helps a little but not enough.
So how do I do this? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you don't already know I think we're all doomed <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->