nss_bakura
Mentar
Join Date: 2004-08-03 Member: 30321Members
<div class="IPBDescription">so i decided to jump the gun a little</div>Basicly, i started this about a week before the website went down. So i've been adding little bits and pieces to it every now and then for a while now.
I've been running it in hl2dm for now and forgive me if the images are low quality, i'm horrible at this sort of thing and i figured you'd want small jpegs rather than huge bmps.
I present to you: NsS_Bakura
As you'll see in the pictures, bakura is an underground complex that basicly functions as a small city with civilian, industrial and security areas. Aliens penetrate into this underground complex and subsection 5a of the city is sealed off by blast doors to contain them, this is where the map takes place.
<img src="http://dys-tools.com/nss/mall.JPG" border="0" alt="IPB Image" />
This is the mall. This area is still very much under work, i took the picture from this angle so you can't see most of the empty spots <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<img src="http://dys-tools.com/nss/auxilary.JPG" border="0" alt="IPB Image" />
This room joins between the mall, ventilation and maintenance area's.
I havn't started on the maintenance area yet so you'll notice that the passageway behind the white light there is walled off for now with a blank texture.
<img src="http://dys-tools.com/nss/Ventilation.JPG" border="0" alt="IPB Image" />
This is the ventilation chamber.
<img src="http://dys-tools.com/nss/ms.JPG" border="0" alt="IPB Image" />
This is the main security centre for subsection 5a, this is where the marines will start.
To the left, leads to ventilation. Behind where i'm standing is Generator
<img src="http://dys-tools.com/nss/Generator.JPG" border="0" alt="IPB Image" />
And this is generator. I'm really not happy with how this looks <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
You'll notice to the left, another walled off spot where a corridor will be.
<img src="http://dys-tools.com/nss/pump%20access.JPG" border="0" alt="IPB Image" />
<img src="http://dys-tools.com/nss/pump%20access2.JPG" border="0" alt="IPB Image" />
This area joins to water pumping/treatment, where the facilities water is pumped up from the ground and purified.
<img src="http://dys-tools.com/nss/ventilation-pumpaccess.JPG" border="0" alt="IPB Image" />
To the center leads through to pump access.
To the right leads through to ventilation
to the left (you can't really see it because of the angle) is another walled off spot that will eventualy join up to that walled off spot in generator.
I Marked these locations on an overview of the map in hammer. You probably won't be able to make out a whole lot, but it helps <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://dys-tools.com/nss/map.JPG" border="0" alt="IPB Image" />
I've been running it in hl2dm for now and forgive me if the images are low quality, i'm horrible at this sort of thing and i figured you'd want small jpegs rather than huge bmps.
I present to you: NsS_Bakura
As you'll see in the pictures, bakura is an underground complex that basicly functions as a small city with civilian, industrial and security areas. Aliens penetrate into this underground complex and subsection 5a of the city is sealed off by blast doors to contain them, this is where the map takes place.
<img src="http://dys-tools.com/nss/mall.JPG" border="0" alt="IPB Image" />
This is the mall. This area is still very much under work, i took the picture from this angle so you can't see most of the empty spots <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<img src="http://dys-tools.com/nss/auxilary.JPG" border="0" alt="IPB Image" />
This room joins between the mall, ventilation and maintenance area's.
I havn't started on the maintenance area yet so you'll notice that the passageway behind the white light there is walled off for now with a blank texture.
<img src="http://dys-tools.com/nss/Ventilation.JPG" border="0" alt="IPB Image" />
This is the ventilation chamber.
<img src="http://dys-tools.com/nss/ms.JPG" border="0" alt="IPB Image" />
This is the main security centre for subsection 5a, this is where the marines will start.
To the left, leads to ventilation. Behind where i'm standing is Generator
<img src="http://dys-tools.com/nss/Generator.JPG" border="0" alt="IPB Image" />
And this is generator. I'm really not happy with how this looks <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
You'll notice to the left, another walled off spot where a corridor will be.
<img src="http://dys-tools.com/nss/pump%20access.JPG" border="0" alt="IPB Image" />
<img src="http://dys-tools.com/nss/pump%20access2.JPG" border="0" alt="IPB Image" />
This area joins to water pumping/treatment, where the facilities water is pumped up from the ground and purified.
<img src="http://dys-tools.com/nss/ventilation-pumpaccess.JPG" border="0" alt="IPB Image" />
To the center leads through to pump access.
To the right leads through to ventilation
to the left (you can't really see it because of the angle) is another walled off spot that will eventualy join up to that walled off spot in generator.
I Marked these locations on an overview of the map in hammer. You probably won't be able to make out a whole lot, but it helps <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://dys-tools.com/nss/map.JPG" border="0" alt="IPB Image" />
Comments
<img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I wish hl1 could do halos and mist/fog like that, without the dreaded runtime entities eatin away at your brainstem
It's really gray right now...
Tuning down the fog around the map might help too. It's appropriate around the water, but it doesn't seem to fit so well for many of those corridors. (at least not at the thickness it is now)
I wish hl1 could do halos and mist/fog like that, without the dreaded runtime entities eatin away at your brainstem
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Don't get all cheerfull about fog in hl2 untill you've tried walking through it with a computer that was built in the stoneages.
My computer is:
and old socket 486 p4 3.0ghz
768mb memory
and a radeon 9550xt
Walking through that thick mist at pump access cuts my fps in 1/3. I'm hoping to get someone to try it on a more 'average' computer and see how it goes. Otherwise it gets removed.
Thing is, i'm planning on a hive being in the water treatment area, and pump access with marines up top will slaughter any skulks coming out the bottom way, that's one of the reasons for that heavy mist there, makes it very hard to see things on the ground from up the top.
I'm trying my best to put off doing locations like hives untill i can get a better idea as to the dimensions/texture of a hive in nss. No good making a hive room then finding out the hive doesn't fit.
I'm fiddling around with the lighting a bit, when im done with that i'll post a .bsp and you can walk around for yourselves. Probably be tomorow, maybe late tonight.
0, and i have taken out the map fog (the thick stuff at pump access is still there)
This time i downloaded gimp and tweaked the colour & contrast so the screenshots are alot better.
Behold:
<img src="http://dys-tools.com/nss/re-lighting/ventilation-pumpaccess.jpg" border="0" alt="IPB Image" />
This is the room between ventilation & pump access again.
<img src="http://dys-tools.com/nss/re-lighting/ventilation.jpg" border="0" alt="IPB Image" />
This is ventilation again
<img src="http://dys-tools.com/nss/re-lighting/auxilary.jpg" border="0" alt="IPB Image" />
this is auxilary again
and:
<a href="http://dys-tools.com/nss/re-lighting/NsS_Bakura.rar" target="_blank">NsS_Bakura.rar</a>
comes in at 3.5mb
10mb unzipped
Funny thing is, people keep saying that it's more realistic that i used concrete instead of metal .. they ARE metal! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. i think there's .. 3? concrete textures in there and about 15 metal ones. I guess they just give off a concrete kinda feel when mixed togethor like that.
Going to start looking for the old gmail texture project. I think i have the account info stashed away somewhere
I've been trying to make the map feel a bit more .. interactive (for lack of a better word) too. For example, that large beam hanging from the ceiling in the 2nd picture (edit, 1st picture, sorry) of my last post. I had that set up so it would fracture and colapse if an explosive went off near it. But the rubble was in the way too much so i took it out temporarily.
A gmail account.
Username: nsstexture@gmail.com
Password: nssource
Give those textures a go on your map.
Don't get all cheerfull about fog in hl2 untill you've tried walking through it with a computer that was built in the stoneages.
My computer is:
and old socket 486 p4 3.0ghz
768mb memory
and a radeon 9550xt
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There is no such thing as a 3000 MHz 486, they stopped at 133 MHz. You're probably talking about a Socket 478.
Fog has little or no performance hit in maps since it's basically in "sheets". Now, func_smokevolumes can have a big performance hit if used in large areas, or used wrong since it's essentially drawing a ton of sprites. But judging from those screenshots, I don't think that smokevolume will be too big of a hit.
There is no such thing as a 3000 MHz 486, they stopped at 133 MHz. You're probably talking about a Socket 478.
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yeah, i sorta knew i was wrong when i posted that. Couldn't remember what the number was. Figured you'd know what i was talking about anyway.
And i already found that gmail account. Thing is, it seems like when the guy did the ns2 wad, he didn't account for the different scale. I tried a few of the wall textures and in order to make them a proper size to fit on the wall i had to blow them up to 1.0 size, when the standard should be .25. Needless to say, blown up like that, the quality declines rapidly so i can't use them unless i feel like building a really tiny corridor .. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> .
And i quite like how it looks now. Who says every ns map has to look all shiny and futuristic? Don't they have poor people in the future?
The door can only be opened from the outside <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />. i'm very much looking forward to the 1st few people locking themselves in <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> . Lock a fade in and you're a legend <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Trees underground!?
To be honest thats a good effort with default HL2 textures and the like, I have one query though;
Trees underground!?
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You'll notice that it's dead <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> and there are plenty of plants that grow underground in caves and the like.
I've started recreating all the original textures from ns2 to higher resolution. Should have them done in a week or so. Lemme know if you wanna test them in your map, and i'll set you up with a d/l link, as i finish them?
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Isn't that like 100 textures? Just expanding a small texture in photoshop to make it larger doesn't improve the quality of the image at all... You really need to redraw them if they are going to be an acceptable quality for a source map...
Hope too have some more done this weekend.
All at 1024x1024 at the moment.
<a href="http://img63.imageshack.us/img63/2613/tryf2ra0.jpg" target="_blank">http://img63.imageshack.us/img63/2613/tryf2ra0.jpg</a>
There not compiled yet, but if anyone wants to test pm me and i get the compile done.
<!--quoteo(post=1568335:date=Sep 28 2006, 02:08 PM:name=RSX)--><div class='quotetop'>QUOTE(RSX @ Sep 28 2006, 02:08 PM) [snapback]1568335[/snapback]</div><div class='quotemain'><!--quotec--> Heres a quick preview of some i have remade from ns2.wad
Hope too have some more done this weekend.
All at 1024x1024 at the moment.
<a href="http://img63.imageshack.us/img63/2613/tryf2ra0.jpg" target="_blank">http://img63.imageshack.us/img63/2613/tryf2ra0.jpg</a>
There not compiled yet, but if anyone wants to test pm me and i get the compile done.
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OOOOO tell me when those are done compilin i would love to try them..
I highly suggest taking all of it out, tweaking your lightning and then put it back in select sections only.
I cant really comment on the textures since they are still temporary as you said, but i do stress that since the map is like a mini "city" underground, that you have a mix of thats "civilian" and whats "military/industrial" and CLEARLY see the definition and the transitions between the two.
As for lighting, again, since its underground, focus on wall mounted lights instead, since huge walls of concrete and waht not are not the best to drill holes into to put in lights. You might not realise it now, but youll see its pretty evident if you think about it <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
Also, increase the brightness and the contrast of your lights and snug em against the walls to create a V shape beam on it for the corridors. This makes it a lot easier to create shadows and for the aliens to hide into it. If you leave all the lighting coming from the sceeling, it creates ambiant lighting and lights up everything.